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								/*
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								 * ***** BEGIN GPL LICENSE BLOCK *****
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								 *
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								 * This program is free software; you can redistribute it and/or
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								 * modify it under the terms of the GNU General Public License
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								 * as published by the Free Software Foundation; either version 2
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								 * of the License, or (at your option) any later version.
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								 *
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								 * This program is distributed in the hope that it will be useful,
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								 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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								 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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								 * GNU General Public License for more details.
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								 *
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								 * You should have received a copy of the GNU General Public License
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								 * along with this program; if not, write to the Free Software Foundation,
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								 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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								 *
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								 * The Original Code is Copyright (C) 2005 Blender Foundation.
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								 * All rights reserved.
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								 *
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								 * The Original Code is: all of this file.
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								 *
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								 * Contributor(s): Antony Riakiotakis.
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								 *
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								 * ***** END GPL LICENSE BLOCK *****
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								 */
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								/** \file GPU_compositing.h
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								 *  \ingroup gpu
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								 */
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								#ifndef __GPU_COMPOSITING_H__
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								#define __GPU_COMPOSITING_H__
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								#ifdef __cplusplus
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								extern "C" {
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								#endif
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								/* opaque handle for framebuffer compositing effects (defined in gpu_compositing.c )*/
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								typedef struct GPUFX GPUFX;
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								struct GPUDOFSettings;
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								struct GPUSSAOSettings;
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								struct GPUOffScreen;
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								struct GPUFXSettings;
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								struct RegionView3D;
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								struct rcti;
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								struct Scene;
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								struct View3D;
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								enum eGPUFXFlags;
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								/**** Public API *****/
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								typedef enum GPUFXShaderEffect {
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									/* Screen space ambient occlusion shader */
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									GPU_SHADER_FX_SSAO           = 1,
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									/* depth of field passes. Yep, quite a complex effect */
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									GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_ONE = 2,
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									GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_TWO = 3,
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									GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_THREE = 4,
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									GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FOUR = 5,
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									GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FIVE = 6,
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									GPU_SHADER_FX_DEPTH_RESOLVE = 7,
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								} GPUFXShaderEffect;
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								/* keep in synch with enum above! */
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								#define MAX_FX_SHADERS 8
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								/* generate a new FX compositor */
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								GPUFX *GPU_fx_compositor_create(void);
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								/* destroy a text compositor */
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								void GPU_fx_compositor_destroy(GPUFX *fx);
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								/* initialize a framebuffer with size taken from the viewport */
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								bool GPU_fx_compositor_initialize_passes(
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								        GPUFX *fx, const struct rcti *rect, const struct rcti *scissor_rect,
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								        const struct GPUFXSettings *fx_settings);
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								/* do compositing on the fx passes that have been initialized */
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								bool GPU_fx_do_composite_pass(GPUFX *fx, float projmat[4][4], bool is_persp, struct Scene *scene, struct GPUOffScreen *ofs);
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								/* bind new depth buffer for XRay pass */
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								void GPU_fx_compositor_setup_XRay_pass(GPUFX *fx, bool do_xray);
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								/* resolve a final depth buffer by compositing the XRay and normal depth buffers */
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								void GPU_fx_compositor_XRay_resolve(GPUFX *fx);
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								void GPU_fx_compositor_init_dof_settings(struct GPUDOFSettings *dof);
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								void GPU_fx_compositor_init_ssao_settings(struct GPUSSAOSettings *ssao);
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								#ifdef __cplusplus
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								}
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								#endif
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								#endif // __GPU_COMPOSITING_H__
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