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fixing the blurring issue
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parent
557f898d95
commit
4097fcb0f6
2 changed files with 6 additions and 1 deletions
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@ -169,6 +169,7 @@ public:
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const int AmbientOcclusionEffect_FrameTransformSlot = 0;
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const int AmbientOcclusionEffect_FrameTransformSlot = 0;
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const int AmbientOcclusionEffect_ParamsSlot = 1;
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const int AmbientOcclusionEffect_ParamsSlot = 1;
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const int AmbientOcclusionEffect_CameraCorrectionSlot = 2;
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const int AmbientOcclusionEffect_LinearDepthMapSlot = 0;
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const int AmbientOcclusionEffect_LinearDepthMapSlot = 0;
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const int AmbientOcclusionEffect_OcclusionMapSlot = 0;
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const int AmbientOcclusionEffect_OcclusionMapSlot = 0;
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@ -268,6 +269,8 @@ const gpu::PipelinePointer& AmbientOcclusionEffect::getOcclusionPipeline() {
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gpu::Shader::BindingSet slotBindings;
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gpu::Shader::BindingSet slotBindings;
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slotBindings.insert(gpu::Shader::Binding(std::string("deferredFrameTransformBuffer"), AmbientOcclusionEffect_FrameTransformSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("deferredFrameTransformBuffer"), AmbientOcclusionEffect_FrameTransformSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("ambientOcclusionParamsBuffer"), AmbientOcclusionEffect_ParamsSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("ambientOcclusionParamsBuffer"), AmbientOcclusionEffect_ParamsSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("cameraCorrectionBuffer"), AmbientOcclusionEffect_CameraCorrectionSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("pyramidMap"), AmbientOcclusionEffect_LinearDepthMapSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("pyramidMap"), AmbientOcclusionEffect_LinearDepthMapSlot));
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gpu::Shader::makeProgram(*program, slotBindings);
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gpu::Shader::makeProgram(*program, slotBindings);
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@ -290,6 +293,7 @@ const gpu::PipelinePointer& AmbientOcclusionEffect::getHBlurPipeline() {
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gpu::Shader::BindingSet slotBindings;
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gpu::Shader::BindingSet slotBindings;
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slotBindings.insert(gpu::Shader::Binding(std::string("ambientOcclusionFrameTransformBuffer"), AmbientOcclusionEffect_FrameTransformSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("ambientOcclusionFrameTransformBuffer"), AmbientOcclusionEffect_FrameTransformSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("cameraCorrectionBuffer"), AmbientOcclusionEffect_CameraCorrectionSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("ambientOcclusionParamsBuffer"), AmbientOcclusionEffect_ParamsSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("ambientOcclusionParamsBuffer"), AmbientOcclusionEffect_ParamsSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("occlusionMap"), AmbientOcclusionEffect_OcclusionMapSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("occlusionMap"), AmbientOcclusionEffect_OcclusionMapSlot));
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gpu::Shader::makeProgram(*program, slotBindings);
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gpu::Shader::makeProgram(*program, slotBindings);
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@ -312,6 +316,7 @@ const gpu::PipelinePointer& AmbientOcclusionEffect::getVBlurPipeline() {
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gpu::Shader::BindingSet slotBindings;
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gpu::Shader::BindingSet slotBindings;
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slotBindings.insert(gpu::Shader::Binding(std::string("ambientOcclusionFrameTransformBuffer"), AmbientOcclusionEffect_FrameTransformSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("ambientOcclusionFrameTransformBuffer"), AmbientOcclusionEffect_FrameTransformSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("cameraCorrectionBuffer"), AmbientOcclusionEffect_CameraCorrectionSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("ambientOcclusionParamsBuffer"), AmbientOcclusionEffect_ParamsSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("ambientOcclusionParamsBuffer"), AmbientOcclusionEffect_ParamsSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("occlusionMap"), AmbientOcclusionEffect_OcclusionMapSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("occlusionMap"), AmbientOcclusionEffect_OcclusionMapSlot));
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@ -93,7 +93,7 @@ public:
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float edgeSharpness{ 1.0f };
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float edgeSharpness{ 1.0f };
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float blurDeviation{ 2.5f };
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float blurDeviation{ 2.5f };
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float numSpiralTurns{ 7.0f }; // defining an angle span to distribute the samples ray directions
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float numSpiralTurns{ 7.0f }; // defining an angle span to distribute the samples ray directions
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int numSamples{ 9 };
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int numSamples{ 16 };
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int resolutionLevel{ 1 };
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int resolutionLevel{ 1 };
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int blurRadius{ 4 }; // 0 means no blurring
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int blurRadius{ 4 }; // 0 means no blurring
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bool ditheringEnabled{ true }; // randomize the distribution of taps per pixel, should always be true
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bool ditheringEnabled{ true }; // randomize the distribution of taps per pixel, should always be true
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