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+ | Denoising on light texture
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@ -122,16 +122,17 @@ void shaderDenoise(ShaderProgram &denoising_program, GPUDenoise &denoise, std::v
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denoising_program.use();
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denoising_program.set_vec2("u_resolution", glm::vec2(WIDTH, HEIGHT));
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denoising_program.set_int("u_pass_count", denoise.pass);
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denoising_program.set_float("u_c_phi", denoise.c_phi);
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denoising_program.set_float("u_p_phi", denoise.p_phi);
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denoising_program.set_float("u_n_phi", denoise.n_phi);
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int output_texture = 0;
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int output_texture = 5;
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int denoising_texture = 2;
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for (int pass = 0; pass < denoise.pass ; ++pass)
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{
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glBindImageTexture(0, textures[output_texture], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
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glBindImageTexture(5, textures[output_texture], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
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glBindImageTexture(2, textures[denoising_texture], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
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denoising_program.set_int("u_pass", pass);
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@ -140,5 +141,5 @@ void shaderDenoise(ShaderProgram &denoising_program, GPUDenoise &denoise, std::v
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std::swap(output_texture, denoising_texture);
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}
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glBindImageTexture(0, textures[output_texture], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
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glBindImageTexture(5, textures[output_texture], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
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}
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