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Merge branch 'master' of github.com:highfidelity/hifi into flag/shadows
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commit
b62fc50557
4 changed files with 3 additions and 7 deletions
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@ -106,7 +106,7 @@ private:
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// Dithering info
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// Dithering info
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glm::vec4 ditheringInfo { 0.0f, 0.0f, 0.01f, 1.0f };
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glm::vec4 ditheringInfo { 0.0f, 0.0f, 0.01f, 1.0f };
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// Sampling info
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// Sampling info
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glm::vec4 sampleInfo { 11.0f, 1.0/11.0f, 7.0f, 1.0f };
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glm::vec4 sampleInfo { 11.0f, 1.0f/11.0f, 7.0f, 1.0f };
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// Blurring info
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// Blurring info
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glm::vec4 blurInfo { 1.0f, 3.0f, 2.0f, 0.0f };
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glm::vec4 blurInfo { 1.0f, 3.0f, 2.0f, 0.0f };
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// gaussian distribution coefficients first is the sampling radius (max is 6)
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// gaussian distribution coefficients first is the sampling radius (max is 6)
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@ -146,12 +146,10 @@ float[](0.153170, 0.144893, 0.122649, 0.092902, 0.062970); // stddev = 2.0
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int getBlurRadius() {
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int getBlurRadius() {
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return BLUR_RADIUS;
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return BLUR_RADIUS;
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return int(params._blurInfo.y);
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}
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}
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float getBlurCoef(int c) {
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float getBlurCoef(int c) {
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return gaussian[c];
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return gaussian[c];
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return params._gaussianCoefs[c];
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}
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}
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#else
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#else
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int getBlurRadius() {
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int getBlurRadius() {
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@ -182,8 +180,8 @@ vec2 fetchOcclusionDepth(ivec2 coords) {
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return unpackOcclusionDepth(texelFetch(occlusionMap, coords, 0).xyz);
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return unpackOcclusionDepth(texelFetch(occlusionMap, coords, 0).xyz);
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}
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}
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const int RADIUS_SCALE = 2;
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const int RADIUS_SCALE = 1;
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const float BLUR_WEIGHT_OFFSET = 0.3;
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const float BLUR_WEIGHT_OFFSET = 0.05;
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const float BLUR_EDGE_SCALE = 2000.0;
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const float BLUR_EDGE_SCALE = 2000.0;
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vec2 evalTapWeightedValue(ivec3 side, int r, ivec2 ssC, float key) {
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vec2 evalTapWeightedValue(ivec3 side, int r, ivec2 ssC, float key) {
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@ -15,7 +15,6 @@ const ivec2 horizontal = ivec2(1,0);
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<$declareBlurPass(horizontal)$>
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<$declareBlurPass(horizontal)$>
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in vec2 varTexCoord0;
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out vec4 outFragColor;
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out vec4 outFragColor;
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void main(void) {
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void main(void) {
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@ -13,7 +13,6 @@
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const ivec2 vertical = ivec2(0,1);
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const ivec2 vertical = ivec2(0,1);
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<$declareBlurPass(vertical)$>
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<$declareBlurPass(vertical)$>
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in vec2 varTexCoord0;
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out vec4 outFragColor;
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out vec4 outFragColor;
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void main(void) {
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void main(void) {
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