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AmbientOcclusion_blur.pix File Reference

7-tap 1D cross-bilateral blur using a packed depth key More...

Classes

class  glsl::AmbientOcclusion_blur_pix
 
7-tap 1D cross-bilateral blur using a packed depth key More...
 

Namespaces

 glsl
 
 glsl::AmbientOcclusion_blur_pix::glsl
 

Macros

#define COMPUTE_PLANE_WEIGHT   HIGH_QUALITY
 
#define KEY_COMPONENTS   g
 Channel encoding the bilateral key value (which must not be the same as VALUE_COMPONENTS) More...
 
#define keyPassThrough   valueAndKey.KEY_COMPONENTS
 
#define NUM_KEY_COMPONENTS   1
 
#define result   valueAndKey.VALUE_COMPONENTS
 
#define VALUE_COMPONENTS   r
 Swizzle to use to extract the channels of source. More...
 
#define VALUE_IS_KEY   0
 
#define VALUE_TYPE   float
 Increase to make depth edges crisper. More...
 

Variables

class {
}; 
 Shader program. More...
 

Detailed Description

7-tap 1D cross-bilateral blur using a packed depth key

DX11 HLSL port by Leonardo Zide, Treyarch

Open Source under the "BSD" license: http://www.opensource.org/licenses/bsd-license.php

Copyright (c) 2011-2012, NVIDIA All rights reserved.

Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:

Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

G3D Innovation Engine http://casual-effects.com/g3d Copyright 2000-2019, Morgan McGuire All rights reserved Available under the BSD License

Macro Definition Documentation

◆ COMPUTE_PLANE_WEIGHT

#define COMPUTE_PLANE_WEIGHT   HIGH_QUALITY

◆ KEY_COMPONENTS

#define KEY_COMPONENTS   g

Channel encoding the bilateral key value (which must not be the same as VALUE_COMPONENTS)

◆ keyPassThrough

#define keyPassThrough   valueAndKey.KEY_COMPONENTS

◆ NUM_KEY_COMPONENTS

#define NUM_KEY_COMPONENTS   1

◆ result

#define result   valueAndKey.VALUE_COMPONENTS

◆ VALUE_COMPONENTS

#define VALUE_COMPONENTS   r

Swizzle to use to extract the channels of source.

This macro allows the same blur shader to be used on different kinds of input data.

◆ VALUE_IS_KEY

#define VALUE_IS_KEY   0

◆ VALUE_TYPE

#define VALUE_TYPE   float

Increase to make depth edges crisper.

Decrease to reduce flicker. Step in 2-pixel intervals since we already blurred against neighbors in the first AO pass. This constant can be increased while R decreases to improve performance at the expense of some dithering artifacts.

Morgan found that a scale of 3 left a 1-pixel checkerboard grid that was unobjectionable after shading was applied but eliminated most temporal incoherence from using small numbers of sample taps.Filter radius in pixels. This will be multiplied by SCALE. Type of data to read from source. This macro allows the same blur shader to be used on different kinds of input data.


documentation generated on Wed Nov 24 2021 08:01:50 using doxygen 1.8.15