Make linearized depth data available to translucent material shaders via the texture name SceneLinearDepth. Does it work? Who knows!
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17 changed files with 183 additions and 32 deletions
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@ -244,6 +244,17 @@ void VkPostprocess::DrawPresentTexture(const IntRect &box, bool applyGamma, bool
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renderstate.Draw();
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}
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void VkPostprocess::UpdateLinearDepthTexture()
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{
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int sceneWidth = fb->GetBuffers()->GetSceneWidth();
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int sceneHeight = fb->GetBuffers()->GetSceneHeight();
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VkPPRenderState renderstate(fb);
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hw_postprocess.linearDepth.Render(&renderstate, sceneWidth, sceneHeight);
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ImageTransitionScene(false);
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}
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void VkPostprocess::AmbientOccludeScene(float m5)
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{
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int sceneWidth = fb->GetBuffers()->GetSceneWidth();
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