demotool/dof.hh

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#pragma once
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#include "rendertarget.hh"
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#include "shaders.hh"
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struct T_DoFPass
{
T_DoFPass( ) = delete;
T_DoFPass( T_DoFPass const& ) = delete;
T_DoFPass( T_DoFPass&& ) = delete;
T_DoFPass( __rw__ T_Texture& imageInput ,
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__rw__ T_Texture& depthInput );
void render( );
void makeUI( );
T_Texture& output( ) { return txOutput_; }
private:
T_Texture& imageInput_;
T_Texture& depthInput_;
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T_ShaderPipeline spPass1_;
T_ShaderPipeline spPass2_;
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T_Texture txPass1_ , txOutput_;
T_Rendertarget rtPass1_ , rtPass2_;
// SharpDist/SharpRange/Falloff/MaxBlur
float filterParams_[ 4 ];
int nSamples_;
};