// MinecraftPT — DiffuseSpatial (single pass, step parameterized by composite index) #include "/Lib/Settings.glsl" #include "/Lib/Utilities.glsl" #include "/Lib/PathTracing/Denoiser/DiffuseSpatialFilter.glsl" layout(location = 0) out vec4 colorOut; void main(){ vec2 texelCoord = gl_FragCoord.xy; vec3 color = texelFetch(colortex7, ivec2(texelCoord), 0).rgb; // Step size determined by whic composite pass we are int step = 1; #ifdef SPATIAL_STEP_2 step = 2; #elif defined SPATIAL_STEP_4 step = 4; #elif defined SPATIAL_STEP_8 step = 8; #endif color = DiffuseSpatialPass(color, texelCoord, step); colorOut = vec4(color, 1.0); }