blut shader improvements, use bilinear sampling for 2x fewer samples

This commit is contained in:
Martins Mozeiko
2024-01-23 08:38:53 -08:00
committed by Ryan Fleury
parent a77d457f51
commit 1705fdd421
4 changed files with 211 additions and 157 deletions
+11 -4
View File
@@ -32,13 +32,20 @@ struct R_D3D11_Uniforms_Rect
Vec2F32 xform_scale;
};
struct R_D3D11_Uniforms_Blur
struct R_D3D11_Uniforms_BlurPass
{
Rng2F32 rect;
Vec2F32 viewport_size;
F32 blur_size;
F32 is_vertical;
Vec4F32 corner_radii;
Vec2F32 direction;
Vec2F32 viewport_size;
U32 blur_count;
U8 _padding0_[204];
};
StaticAssert(sizeof(R_D3D11_Uniforms_BlurPass) % 256 == 0, NotAligned); // constant count/offset must be aligned to 256 bytes
struct R_D3D11_Uniforms_Blur
{
R_D3D11_Uniforms_BlurPass passes[Axis2_COUNT];
Vec4F32 kernel[32];
};