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https://github.com/antopilo/Nuake.git
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Added blur + clamping to ssao
This commit is contained in:
127
Data/Shaders/Vulkan/blur.frag
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127
Data/Shaders/Vulkan/blur.frag
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@@ -0,0 +1,127 @@
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// Transforms
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struct ModelData
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{
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float4x4 model;
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};
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[[vk::binding(0, 0)]]
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StructuredBuffer<ModelData> model : register(t1);
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// Vertex
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struct Vertex
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{
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float3 position;
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float uv_x;
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float3 normal;
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float uv_y;
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float3 tangent;
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float3 bitangent;
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};
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[[vk::binding(0, 1)]]
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StructuredBuffer<Vertex> vertexBuffer : register(t2);
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// Samplers
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[[vk::binding(0, 2)]]
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SamplerState mySampler : register(s0);
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// Materials
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struct Material
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{
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bool hasAlbedo;
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float3 albedo;
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bool hasNormal;
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bool hasMetalness;
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bool hasRoughness;
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bool hasAO;
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float metalnessValue;
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float roughnessValue;
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float aoValue;
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int albedoTextureId;
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int normalTextureId;
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int metalnessTextureId;
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int roughnessTextureId;
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int aoTextureId;
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};
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[[vk::binding(0, 3)]]
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StructuredBuffer<Material> material;
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// Textures
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[[vk::binding(0, 4)]]
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Texture2D textures[];
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// Lights
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struct Light
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{
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float3 position;
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int type;
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float4 color;
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float3 direction;
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float outerConeAngle;
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float innerConeAngle;
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bool castShadow;
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int shadowMapTextureId[4];
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int transformId[4];
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};
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[[vk::binding(0, 5)]]
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StructuredBuffer<Light> lights;
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// Cameras
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struct CameraView {
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float4x4 View;
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float4x4 Projection;
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float4x4 ViewProjection;
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float4x4 InverseView;
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float4x4 InverseProjection;
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float3 Position;
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float Near;
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float Far;
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};
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[[vk::binding(0, 6)]]
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StructuredBuffer<CameraView> cameras;
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[[vk::binding(0, 7)]]
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StructuredBuffer<float3> ssaoKernels;
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struct PSInput {
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float4 Position : SV_Position;
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float2 UV : TEXCOORD0;
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};
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struct PSOutput {
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float4 oColor0 : SV_TARGET;
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};
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struct BlurConstant
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{
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int blurSourceID;
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float2 sourceSize;
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};
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[[vk::push_constant]]
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BlurConstant pushConstants;
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float3 SampleTexture(int textureId, float2 uv)
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{
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return textures[textureId].Sample(mySampler, uv).rgb;
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}
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PSOutput main(PSInput input)
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{
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float2 texelSize = 1.0 / pushConstants.sourceSize;
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float3 result = 0.0;
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for (int x = -2; x < 2; x++)
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{
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for (int y = -2; y < 2; y++)
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{
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float2 offset = float2(x, y) * texelSize;
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result += SampleTexture(pushConstants.blurSourceID, input.UV + offset);
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}
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}
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result = result / (4.0 * 4.0);
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PSOutput output;
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output.oColor0 = float4(result.rgb, 1.0f);
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return output;
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}
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110
Data/Shaders/Vulkan/blur.vert
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110
Data/Shaders/Vulkan/blur.vert
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@@ -0,0 +1,110 @@
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// Transforms
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struct ModelData
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{
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float4x4 model;
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};
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[[vk::binding(0, 0)]]
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StructuredBuffer<ModelData> model : register(t1);
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// Vertex
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struct Vertex
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{
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float3 position;
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float uv_x;
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float3 normal;
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float uv_y;
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float3 tangent;
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float3 bitangent;
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};
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[[vk::binding(0, 1)]]
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StructuredBuffer<Vertex> vertexBuffer : register(t2);
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// Samplers
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[[vk::binding(0, 2)]]
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SamplerState mySampler : register(s0);
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// Materials
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struct Material
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{
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bool hasAlbedo;
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float3 albedo;
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bool hasNormal;
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bool hasMetalness;
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bool hasRoughness;
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bool hasAO;
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float metalnessValue;
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float roughnessValue;
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float aoValue;
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int albedoTextureId;
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int normalTextureId;
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int metalnessTextureId;
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int roughnessTextureId;
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int aoTextureId;
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};
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[[vk::binding(0, 3)]]
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StructuredBuffer<Material> material;
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// Textures
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[[vk::binding(0, 4)]]
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Texture2D textures[];
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// Lights
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struct Light
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{
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float3 position;
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int type;
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float4 color;
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float3 direction;
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float outerConeAngle;
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float innerConeAngle;
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bool castShadow;
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int shadowMapTextureId[4];
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int transformId[4];
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};
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[[vk::binding(0, 5)]]
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StructuredBuffer<Light> lights;
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// Cameras
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struct CameraView {
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float4x4 View;
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float4x4 Projection;
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float4x4 ViewProjection;
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float4x4 InverseView;
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float4x4 InverseProjection;
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float3 Position;
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float Near;
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float Far;
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};
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[[vk::binding(0, 6)]]
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StructuredBuffer<CameraView> cameras;
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[[vk::binding(0, 7)]]
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StructuredBuffer<float3> ssaoKernels;
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struct BlurConstant
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{
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int blurSourceID;
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};
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[[vk::push_constant]]
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BlurConstant pushConstants;
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// Outputs
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struct VSOutput {
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float4 Position : SV_Position;
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float2 UV : TEXCOORD0;
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};
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// Main vertex shader
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VSOutput main(uint vertexIndex : SV_VertexID)
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{
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VSOutput output;
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Vertex v = vertexBuffer[vertexIndex];
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output.UV = float2(v.uv_x, v.uv_y);
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output.Position = float4(v.position, 1.0f);
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return output;
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}
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@@ -206,6 +206,9 @@ PSOutput main(PSInput input)
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offset.xyz /= offset.w;
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offset.xyz = offset.xyz * 0.5 + 0.5;
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offset.x = clamp(offset.x, 0.00001, 0.999);
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offset.y = clamp(offset.y, 0.00001, 0.999);
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float sampleDepth = ViewPosFromDepth(SampleDepth(offset.xy), offset.xy, camera.InverseProjection).z;
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float rangeCheck = smoothstep(0.0, 1.0, pushConstants.radius / abs(sampleDepth - fragPos.z));
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occlusion += (sampleDepth - pushConstants.bias >= samplePos.z ? 1.0 : 0.0) * rangeCheck;
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