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using UnityEngine;
namespace FidelityFX.OpticalFlow
{
public static class OpticalFlowShaderIDs
{
// Shader resource views, i.e. read-only bindings
public static readonly int SrvInputColor = Shader.PropertyToID("r_input_color");
public static readonly int SrvOpticalFlowInput = Shader.PropertyToID("r_optical_flow_input");
public static readonly int SrvOpticalFlowPreviousInput = Shader.PropertyToID("r_optical_flow_previous_input");
public static readonly int SrvOpticalFlow = Shader.PropertyToID("r_optical_flow");
public static readonly int SrvOpticalFlowPrevious = Shader.PropertyToID("r_optical_flow_previous");
// Unordered access views, i.e. random read/write bindings
public static readonly int UavOpticalFlowInput = Shader.PropertyToID("rw_optical_flow_input");
public static readonly int UavOpticalFlowInputLevel1 = Shader.PropertyToID("rw_optical_flow_input_level_1");
public static readonly int UavOpticalFlowInputLevel2 = Shader.PropertyToID("rw_optical_flow_input_level_2");
public static readonly int UavOpticalFlowInputLevel3 = Shader.PropertyToID("rw_optical_flow_input_level_3");
public static readonly int UavOpticalFlowInputLevel4 = Shader.PropertyToID("rw_optical_flow_input_level_4");
public static readonly int UavOpticalFlowInputLevel5 = Shader.PropertyToID("rw_optical_flow_input_level_5");
public static readonly int UavOpticalFlowInputLevel6 = Shader.PropertyToID("rw_optical_flow_input_level_6");
public static readonly int UavOpticalFlow = Shader.PropertyToID("rw_optical_flow");
public static readonly int UavOpticalFlowNextLevel = Shader.PropertyToID("rw_optical_flow_next_level");
public static readonly int UavOpticalFlowScdHistogram = Shader.PropertyToID("rw_optical_flow_scd_histogram"); // scene change detection histogram
public static readonly int UavOpticalFlowScdPreviousHistogram = Shader.PropertyToID("rw_optical_flow_scd_previous_histogram");
public static readonly int UavOpticalFlowScdTemp = Shader.PropertyToID("rw_optical_flow_scd_temp");
public static readonly int UavOpticalFlowScdOutput = Shader.PropertyToID("rw_optical_flow_scd_output");
// Constant buffer bindings
public static readonly int CbOpticalFlow = Shader.PropertyToID("cbOF");
public static readonly int CbSpd = Shader.PropertyToID("cbOF_SPD");
}
}