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path: root/servers/rendering/renderer_rd/shaders/blur_raster_inc.glsl
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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;