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blut shader improvements, use bilinear sampling for 2x fewer samples
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committed by
Ryan Fleury
parent
a77d457f51
commit
1705fdd421
@@ -32,13 +32,20 @@ struct R_D3D11_Uniforms_Rect
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Vec2F32 xform_scale;
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};
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struct R_D3D11_Uniforms_Blur
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struct R_D3D11_Uniforms_BlurPass
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{
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Rng2F32 rect;
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Vec2F32 viewport_size;
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F32 blur_size;
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F32 is_vertical;
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Vec4F32 corner_radii;
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Vec2F32 direction;
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Vec2F32 viewport_size;
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U32 blur_count;
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U8 _padding0_[204];
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};
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StaticAssert(sizeof(R_D3D11_Uniforms_BlurPass) % 256 == 0, NotAligned); // constant count/offset must be aligned to 256 bytes
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struct R_D3D11_Uniforms_Blur
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{
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R_D3D11_Uniforms_BlurPass passes[Axis2_COUNT];
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Vec4F32 kernel[32];
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};
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