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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... | |
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
#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)
#define keyPassThrough valueAndKey.KEY_COMPONENTS |
#define NUM_KEY_COMPONENTS 1 |
#define result valueAndKey.VALUE_COMPONENTS |
Referenced by G3D::SmallTable< Key, Value, HashFunc, EqualsFunc >::getCreateEntry(), G3D::FileSystem::getDirectories(), G3D::FileSystem::getFiles(), G3D::PointHashGrid< Value, PosFunc, EqualsFunc >::getIntersectingMembers(), G3D::FileSystem::list(), glsl::GFont_render_pix::main(), glsl::DefaultRenderer_deferredShade_pix::main(), G3D::Matrix4::operator+(), G3D::G3DString< INTERNAL_SIZE >::operator+(), G3D::Queue< G3D::_internal::NetworkCallbackInfo >::popBack(), G3D::Queue< G3D::_internal::NetworkCallbackInfo >::popFront(), G3D::Image::R(), G3D::Map2D< Color1, Color1 >::R(), and G3D::HaltonSequence::sample().
#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.
#define VALUE_IS_KEY 0 |
#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.