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https://github.com/sphynx-owner/JFA_driven_motion_blur_addon.git
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correct uniform buffer struct
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sphynx-owner
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d748973cb4
commit
2e06f0a474
@@ -9,63 +9,64 @@ layout(set = 0, binding = 1) uniform sampler2D vector_sampler;
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layout(rgba32f, set = 0, binding = 2) uniform writeonly image2D vector_output;
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struct SceneData {
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highp mat4 projection_matrix;
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highp mat4 inv_projection_matrix;
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highp mat4 inv_view_matrix;
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highp mat4 view_matrix;
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mat4 projection_matrix;
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mat4 inv_projection_matrix;
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mat4 inv_view_matrix;
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mat4 view_matrix;
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// only used for multiview
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highp mat4 projection_matrix_view[2];
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highp mat4 inv_projection_matrix_view[2];
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highp vec4 eye_offset[2];
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mat4 projection_matrix_view[MAX_VIEWS];
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mat4 inv_projection_matrix_view[MAX_VIEWS];
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vec4 eye_offset[MAX_VIEWS];
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// Used for billboards to cast correct shadows.
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highp mat4 main_cam_inv_view_matrix;
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mat4 main_cam_inv_view_matrix;
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highp vec2 viewport_size;
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highp vec2 screen_pixel_size;
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vec2 viewport_size;
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vec2 screen_pixel_size;
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// Use vec4s because std140 doesn't play nice with vec2s, z and w are wasted.
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highp vec4 directional_penumbra_shadow_kernel[32];
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highp vec4 directional_soft_shadow_kernel[32];
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highp vec4 penumbra_shadow_kernel[32];
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highp vec4 soft_shadow_kernel[32];
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vec4 directional_penumbra_shadow_kernel[32];
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vec4 directional_soft_shadow_kernel[32];
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vec4 penumbra_shadow_kernel[32];
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vec4 soft_shadow_kernel[32];
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mediump mat3 radiance_inverse_xform;
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mediump vec4 ambient_light_color_energy;
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mediump float ambient_color_sky_mix;
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bool use_ambient_light;
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bool use_ambient_cubemap;
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bool use_reflection_cubemap;
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highp vec2 shadow_atlas_pixel_size;
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highp vec2 directional_shadow_pixel_size;
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vec2 shadow_atlas_pixel_size;
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vec2 directional_shadow_pixel_size;
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uint directional_light_count;
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mediump float dual_paraboloid_side;
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highp float z_far;
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highp float z_near;
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float dual_paraboloid_side;
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float z_far;
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float z_near;
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bool roughness_limiter_enabled;
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mediump float roughness_limiter_amount;
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mediump float roughness_limiter_limit;
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mediump float opaque_prepass_threshold;
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float roughness_limiter_amount;
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float roughness_limiter_limit;
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float opaque_prepass_threshold;
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uint flags;
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highp float pad;
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mat3 radiance_inverse_xform;
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mediump float fog_sun_scatter;
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mediump float fog_aerial_perspective;
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highp float time;
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mediump float reflection_multiplier; // one normally, zero when rendering reflections
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vec4 ambient_light_color_energy;
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float ambient_color_sky_mix;
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float fog_density;
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float fog_height;
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float fog_height_density;
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float fog_depth_curve;
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float fog_depth_begin;
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float fog_depth_end;
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float fog_sun_scatter;
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vec3 fog_light_color;
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float fog_aerial_perspective;
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float time;
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float taa_frame_count;
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vec2 taa_jitter;
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bool material_uv2_mode;
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float emissive_exposure_normalization;
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float emissive_exposure_normalization;
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float IBL_exposure_normalization;
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bool pancake_shadows;
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uint camera_visible_layers;
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float pass_alpha_multiplier;
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};
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