mirror of
https://github.com/Facepunch/sbox-public.git
synced 2026-04-20 22:38:16 -04:00
* Use Hilbert Index instead of Blue Noise for GTAO, same as the original paper, allows us to have better quality with less work, GTAOPasses::DenoiseSpatial does two pixels for one thread * Force Float16 for GTAO, good speedups on modern GPUs, default behaviour from reference implementation, do explicit casts to supress warnings * More accurate MSAAUtils::GetSampleIndex https://files.facepunch.com/sampavlovic/1b2611b1/image.psd.png * adjustments * reduce blending for non-edge pixels to preserve more details instead of using the raw amount at edges * Early out here, no good way to have a non uniform size dispatch yet, should still keep 2x spatial speedup * Remove unused comment * update shaders