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GITechDemo changes:
* Added Depth of Field (DoF) effect with bokeh * Added Screen Space Ambient Occlusion (SSAO) effect * Added Fast Approximate Anti-Aliasing (FXAA) * Added a utility shader library for post processing effects * Explicitly added the [unroll] attribute to most 'for' loops in shaders * Reduced the resolution of the skybox LibRenderer changes: * Minor fixes
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24 files changed

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-178
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GITechDemo/Code/AppMain/GITechDemo/GITechDemo.vcxproj

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GITechDemo/Code/AppMain/GITechDemo/GITechDemo.vcxproj.filters

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<Filter Include="Shaders">
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<UniqueIdentifier>{457debdf-a71c-4c9b-8631-455f8c737ef7}</UniqueIdentifier>
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<Text Include="ReadMe.txt" />
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<ItemGroup>
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<ClInclude Include="stdafx.h">
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<ClCompile Include="stdafx.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="GITechDemo.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="PerlinNoise.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="GaussianFilter.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="main.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ItemGroup>
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<ResourceCompile Include="GITechDemo.rc">
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</Image>
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</ItemGroup>
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<ItemGroup>
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<Filter>Shaders</Filter>
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<Filter>Shaders\Includes</Filter>
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</None>
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<Filter>Shaders\Includes</Filter>
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</None>
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<None Include="..\..\..\Data\shaders\GBufferGeneration.hlsl">
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<FxCompile Include="..\..\..\Data\shaders\FXAA.hlsl">
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<Filter>Shaders</Filter>
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</None>
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<None Include="..\..\..\Data\shaders\Skybox.hlsl">
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<Filter>Shaders</Filter>
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<None Include="..\..\..\Data\shaders\Utils.hlsl">
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</FxCompile>
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<FxCompile Include="..\..\..\Data\shaders\BokehDoF.hlsl">
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<Filter>Shaders</Filter>
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<None Include="..\..\..\Data\shaders\DepthCopy.hlsl">
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<Filter>Shaders</Filter>
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<FxCompile Include="..\..\..\Data\shaders\ColorCopy.hlsl">
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<Filter>Shaders</Filter>
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</None>
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<None Include="..\..\..\Data\shaders\RSMApply.hlsl">
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<Filter>Shaders</Filter>
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<FxCompile Include="..\..\..\Data\shaders\DeferredLightDir.hlsl">
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<Filter>Shaders</Filter>
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<None Include="..\..\..\Data\shaders\ColorCopy.hlsl">
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<FxCompile Include="..\..\..\Data\shaders\DepthCopy.hlsl">
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<Filter>Shaders</Filter>
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<FxCompile Include="..\..\..\Data\shaders\DepthPass.hlsl">
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<Filter>Shaders</Filter>
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<None Include="..\..\..\Data\shaders\Downsample.hlsl">
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<FxCompile Include="..\..\..\Data\shaders\Downsample.hlsl">
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<Filter>Shaders</Filter>
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<None Include="..\..\..\Data\shaders\HDRToneMapping.hlsl">
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<FxCompile Include="..\..\..\Data\shaders\GBufferGeneration.hlsl">
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<Filter>Shaders</Filter>
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<None Include="..\..\..\Data\shaders\LumaCalc.hlsl">
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</FxCompile>
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<FxCompile Include="..\..\..\Data\shaders\HDRToneMapping.hlsl">
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<Filter>Shaders</Filter>
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<FxCompile Include="..\..\..\Data\shaders\LumaCalc.hlsl">
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<Filter>Shaders</Filter>
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<FxCompile Include="..\..\..\Data\shaders\Skybox.hlsl">
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<Filter>Shaders</Filter>
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<ItemGroup>
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<Text Include="ReadMe.txt">
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