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Refining the ao effect on the blur side
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7df3e9f306
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3 changed files with 2 additions and 4 deletions
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@ -182,8 +182,8 @@ 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 = 0.0;
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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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