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back to noise seeded in image space
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parent
4097fcb0f6
commit
1e84f9dc90
2 changed files with 6 additions and 5 deletions
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@ -44,9 +44,9 @@ void main(void) {
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float ssDiskRadius = evalDiskRadius(Cp.z, imageSize);
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// Let's make noise
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//float randomPatternRotationAngle = getAngleDithering(ssC);
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vec3 wCp = (getViewInverse() * vec4(Cp, 1.0)).xyz;
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float randomPatternRotationAngle = getAngleDitheringWorldPos(wCp);
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float randomPatternRotationAngle = getAngleDithering(ssC);
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//vec3 wCp = (getViewInverse() * vec4(Cp, 1.0)).xyz;
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//float randomPatternRotationAngle = getAngleDitheringWorldPos(wCp);
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// Accumulate the Obscurance for each samples
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float sum = 0.0;
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@ -62,7 +62,7 @@ void main(void) {
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float A = max(0.0, 1.0 - sum * getObscuranceScaling() * 5.0 * getInvNumSamples());
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<! // KEEP IT for Debugging
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// KEEP IT for Debugging
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// Bilateral box-filter over a quad for free, respecting depth edges
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// (the difference that this makes is subtle)
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if (abs(dFdx(Cp.z)) < 0.02) {
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@ -71,7 +71,7 @@ void main(void) {
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if (abs(dFdy(Cp.z)) < 0.02) {
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A -= dFdy(A) * ((ssC.y & 1) - 0.5);
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}
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!>
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outFragColor = vec4(packOcclusionDepth(A, CSZToDephtKey(Cp.z)), 1.0);
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@ -26,6 +26,7 @@ Column {
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"Num Taps:numSamples:32:true",
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"Taps Spiral:numSpiralTurns:10.0:false",
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"Falloff Bias:falloffBias:0.2:false",
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"Edge Sharpness:edgeSharpness:1.0:false",
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"Blur Radius:blurRadius:10.0:false",
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]
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ConfigSlider {
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