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DecodeDistortion(encodedDistorsion, distorsion, distorsionBlur); |
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float2 distordedUV = (float2(dispatchThreadId) + distorsion) * _Size.zw; |
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float mip = (_GaussianPyramidColorMipSize.w - 1) * clamp(distorsionBlur.x, 0.0, 1.0); |
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float mip = (_GaussianPyramidColorMipSize.z - 1) * clamp(distorsionBlur.x, 0.0, 1.0); |
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float4 sampled = _GaussianPyramidColorTexture.SampleLevel(sampler_GaussianPyramidColorTexture, distordedUV, mip); |
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float2 uv = float2(dispatchThreadId) * _Size.zw; |
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if (depth < distordedDepth) |
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//if (depth < distordedDepth) |
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_CameraColorTexture[dispatchThreadId] = sampled; |
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} |