Every time I tried using these shaders with an OpenGL game, the following error occurred:
In the XeGATAO shaders, the errors come from the CS_Denoise function receiving a uint2 as a parameter instead of a uint3. Changing that resolved the shader compilation issue.
In the Bloom shader, simply changing everything to int instead of bool also seems to solve the problem.
Every time I tried using these shaders with an OpenGL game, the following error occurred:
In the XeGATAO shaders, the errors come from the CS_Denoise function receiving a uint2 as a parameter instead of a uint3. Changing that resolved the shader compilation issue.
In the Bloom shader, simply changing everything to int instead of bool also seems to solve the problem.