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Fix AmbientOcclusion_blur.ps.hlsl shader for legacy r_ssaoFiltering option
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1 changed files with 4 additions and 4 deletions
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@ -22,9 +22,9 @@
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// *INDENT-OFF*
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#define VALUE_TYPE float
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Texture2D t_NormalRoughness : register( t0 VK_DESCRIPTOR_SET( 1 ) );
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Texture2D<VALUE_TYPE> t_ViewDepth : register( t1 VK_DESCRIPTOR_SET( 1 ) );
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Texture2D t_Ao : register( t2 VK_DESCRIPTOR_SET( 1 ) );
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Texture2D t_NormalRoughness : register( t0 VK_DESCRIPTOR_SET( 0 ) );
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Texture2D<VALUE_TYPE> t_ViewDepth : register( t1 VK_DESCRIPTOR_SET( 0 ) );
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Texture2D t_Ao : register( t2 VK_DESCRIPTOR_SET( 0 ) );
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#define normal_buffer t_NormalRoughness
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#define cszBuffer t_ViewDepth
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@ -103,7 +103,7 @@ float3 sampleNormal( Texture2D normalBuffer, int2 ssC, int mipLevel )
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/** Used for preventing AO computation on the sky (at infinite depth) and defining the CS Z to bilateral depth key scaling.
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This need not match the real far plane but should not be much more than it.*/
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const float FAR_PLANE_Z = -16000.0;
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static const float FAR_PLANE_Z = -16000.0;
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float CSZToKey( float z )
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{
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