reverseReprojection(vec2 currentScreenCoord, vec3 currentWSPosition, vec2 ssVelocity, sampler2D previousBuffer, sampler2D previousDepthBuffer, vec2 inverseBufferSize, vec3 clipInfo, vec4 projInfo, mat4x3 previousCameraToWorld, out float distance) | glsl::reverseReprojection_glsl | inline |
reverseReprojection(vec2 currentScreenCoord, sampler2D depthBuffer, sampler2D ssVelocityBuffer, vec2 ssVReadMultiplyFirst, vec2 ssVReadAddSecond, sampler2D previousBuffer, sampler2D previousDepthBuffer, vec2 inverseBufferSize, vec3 clipInfo, vec4 projInfo, mat4x3 cameraToWorld, mat4x3 previousCameraToWorld, out float distance) | glsl::reverseReprojection_glsl | inline |
twoLayerReverseReprojection(vec2 currentScreenCoord, vec3 currentWSPosition, vec2 ssVelocity, sampler2D previousBuffer, sampler2D previousDepthBuffer, sampler2D peeledPreviousBuffer, sampler2D peeledPreviousDepthBuffer, vec2 inverseBufferSize, vec3 clipInfo, vec4 projInfo, mat4x3 previousCameraToWorld, out float distance) | glsl::reverseReprojection_glsl | inline |
twoLayerReverseReprojection(vec2 currentScreenCoord, sampler2D depthBuffer, sampler2D ssVelocityBuffer, vec2 ssVReadMultiplyFirst, vec2 ssVReadAddSecond, sampler2D previousBuffer, vec2 previousBufferInverseSize, sampler2D previousDepthBuffer, sampler2D peeledPreviousBuffer, sampler2D peeledPreviousDepthBuffer, vec2 inverseBufferSize, vec3 clipInfo, vec4 projInfo, mat4x3 cameraToWorld, mat4x3 previousCameraToWorld, out float distance) | glsl::reverseReprojection_glsl | inline |