- rewrite depthblur.fp to workaround what seemed to be a bug in the NVidia driver
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3 changed files with 35 additions and 36 deletions
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@ -634,7 +634,7 @@ struct DepthBlurUniforms
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{
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float BlurSharpness;
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float PowExponent;
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FVector2 InvFullResolution;
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float Padding0, Padding1;
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static std::vector<UniformFieldDesc> Desc()
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{
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@ -642,7 +642,8 @@ struct DepthBlurUniforms
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{
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{ "BlurSharpness", UniformType::Float, offsetof(DepthBlurUniforms, BlurSharpness) },
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{ "PowExponent", UniformType::Float, offsetof(DepthBlurUniforms, PowExponent) },
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{ "InvFullResolution", UniformType::Vec2, offsetof(DepthBlurUniforms, InvFullResolution) }
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{ "Padding0", UniformType::Float, offsetof(DepthBlurUniforms, Padding0) },
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{ "Padding1", UniformType::Float, offsetof(DepthBlurUniforms, Padding1) }
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};
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}
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};
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