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#define FLAG_HORIZONTAL (1 << 0)
#define FLAG_USE_ORTHOGONAL_PROJECTION (1 << 1)
#define FLAG_GLOW_FIRST_PASS (1 << 2)
#define FLAG_DOF_FAR (1 << 3)
#define FLAG_DOF_NEAR (1 << 4)
layout(push_constant, binding = 1, std430) uniform Blur {
vec2 pixel_size;
uint flags;
uint pad;
// Glow.
float glow_strength;
float glow_bloom;
float glow_hdr_threshold;
float glow_hdr_scale;
float glow_exposure;
float glow_white;
float glow_luminance_cap;
float glow_auto_exposure_grey;
// DOF.
float dof_far_begin;
float dof_far_end;
float dof_near_begin;
float dof_near_end;
float dof_radius;
float dof_pad[3];
vec2 dof_dir;
float camera_z_far;
float camera_z_near;
}
blur;
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