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v4.1.2:
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- switched to a faster RNG
- updated MathLib
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dzhdanNV committed Apr 5, 2023
1 parent f614c71 commit a8309d6
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Showing 6 changed files with 9 additions and 9 deletions.
2 changes: 1 addition & 1 deletion External/MathLib
4 changes: 2 additions & 2 deletions Include/NRD.h
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Expand Up @@ -29,8 +29,8 @@ license agreement from NVIDIA CORPORATION is strictly prohibited.

#define NRD_VERSION_MAJOR 4
#define NRD_VERSION_MINOR 1
#define NRD_VERSION_BUILD 1
#define NRD_VERSION_DATE "30 March 2023"
#define NRD_VERSION_BUILD 2
#define NRD_VERSION_DATE "5 April 2023"

#if defined(_MSC_VER)
#define NRD_CALL __fastcall
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2 changes: 1 addition & 1 deletion README.md
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@@ -1,4 +1,4 @@
# NVIDIA REAL-TIME DENOISERS v4.1.1 (NRD)
# NVIDIA REAL-TIME DENOISERS v4.1.2 (NRD)

[![Build NRD SDK](https://github.com/NVIDIAGameWorks/RayTracingDenoiser/actions/workflows/build.yml/badge.svg)](https://github.com/NVIDIAGameWorks/RayTracingDenoiser/actions/workflows/build.yml)

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2 changes: 1 addition & 1 deletion Resources/Version.h
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Expand Up @@ -23,7 +23,7 @@ Versioning rules:

#define VERSION_MAJOR 4
#define VERSION_MINOR 1
#define VERSION_BUILD 1
#define VERSION_BUILD 2
#define VERSION_REVISION 0

#define VERSION_STRING STR(VERSION_MAJOR.VERSION_MINOR.VERSION_BUILD.VERSION_REVISION)
4 changes: 2 additions & 2 deletions Shaders/Include/Common.hlsli
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Expand Up @@ -134,9 +134,9 @@ float4 GetBlurKernelRotation( compiletime const uint mode, uint2 pixelPos, float
}
else if( mode == NRD_RANDOM )
{
STL::Rng::Initialize( pixelPos, frameIndex );
STL::Rng::Hash::Initialize( pixelPos, frameIndex );

float2 rnd = STL::Rng::GetFloat2( );
float2 rnd = STL::Rng::Hash::GetFloat2( );
float4 rotator = STL::Geometry::GetRotator( rnd.x * STL::Math::Pi( 2.0 ) );
rotator *= 1.0 + ( rnd.y * 2.0 - 1.0 ) * 0.5;

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4 changes: 2 additions & 2 deletions Shaders/Include/RELAX/RELAX_DiffuseSpecular_Atrous.hlsli
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Expand Up @@ -132,8 +132,8 @@ NRD_EXPORT void NRD_CS_MAIN(uint2 pixelPos : SV_DispatchThreadId)
int2 offset = 0;
if (gStepSize > 4)
{
STL::Rng::Initialize(pixelPos, gFrameIndex);
offset = int2(gStepSize.xx * 0.5 * (STL::Rng::GetFloat2() - 0.5));
STL::Rng::Hash::Initialize(pixelPos, gFrameIndex);
offset = int2(gStepSize.xx * 0.5 * (STL::Rng::Hash::GetFloat2() - 0.5));
}

[unroll]
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