layout(push_constant, std430) uniform Params {
ivec2 size;
float z_far;
float z_near;
bool orthogonal;
float blur_size;
float blur_scale;
int blur_steps;
bool blur_near_active;
float blur_near_begin;
float blur_near_end;
bool blur_far_active;
float blur_far_begin;
float blur_far_end;
bool second_pass;
bool half_size;
bool use_jitter;
float jitter_seed;
bool use_physical_near;
bool use_physical_far;
float blur_size_near;
float blur_size_far;
uint pad[2];
}
params;
//used to work around downsampling filter
#define DEPTH_GAP 0.0
const float GOLDEN_ANGLE = 2.39996323;
//note: uniform pdf rand [0;1[
float hash12n(vec2 p) {
p = fract(p * vec2(5.3987, 5.4421));
p += dot(p.yx, p.xy + vec2(21.5351, 14.3137));
return fract(p.x * p.y * 95.4307);
}