Voxel GI updates (#614)
- anisotropic voxelization - voxel clipmaps - voxel SDF - improved voxel volume scrolling, and temporal blending - improved multi-bounce diffuse
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@@ -38,9 +38,11 @@ wi::vector<ShaderEntry> shaders = {
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{"depthoffield_upsampleCS", wi::graphics::ShaderStage::CS},
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{"depthoffield_tileMaxCOC_verticalCS", wi::graphics::ShaderStage::CS},
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{"depthoffield_tileMaxCOC_horizontalCS", wi::graphics::ShaderStage::CS},
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{"voxelRadianceSecondaryBounceCS", wi::graphics::ShaderStage::CS},
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{"voxelSceneCopyClearCS", wi::graphics::ShaderStage::CS},
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{"voxelSceneCopyClearCS_TemporalSmoothing", wi::graphics::ShaderStage::CS },
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{"vxgi_offsetprevCS", wi::graphics::ShaderStage::CS},
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{"vxgi_temporalCS", wi::graphics::ShaderStage::CS},
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{"vxgi_sdf_jumpfloodCS", wi::graphics::ShaderStage::CS},
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{"vxgi_resolve_diffuseCS", wi::graphics::ShaderStage::CS},
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{"vxgi_resolve_specularCS", wi::graphics::ShaderStage::CS},
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{"upsample_bilateral_float1CS", wi::graphics::ShaderStage::CS},
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{"upsample_bilateral_float4CS", wi::graphics::ShaderStage::CS},
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{"upsample_bilateral_unorm1CS", wi::graphics::ShaderStage::CS},
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