Improved variable name

main
mriegger 5 years ago
parent 124ca1618a
commit bcea9f29a8

@ -26,7 +26,7 @@
//
//----------------------------------------------------------------------------------
#define Depth_to_Z(d, unprojectZ) (unprojectZ.x / (d + unprojectZ.y))
#define DepthBufferToViewSpace(d, unprojectZ) (unprojectZ.x / (d + unprojectZ.y))
#define NVLC_MAX_POSSIBLE_LIGHTS_PER_BIN 256
@ -187,7 +187,7 @@ float4 RemapZToUnit(float4 z, float2 minmaxz)
uint DepthSamplesToBinMask2x(float2 d, float2 minmaxz, float2 unprojectZ)
{
float2 z = Depth_to_Z(d, unprojectZ);
float2 z = DepthBufferToViewSpace(d, unprojectZ);
// Tile_UnitValueToBit will convert that 0 to 1 value into 0.0 to 31.99999
float2 bit = Tile_UnitValueToBit(RemapZToUnit(z, minmaxz));
@ -207,7 +207,7 @@ uint DepthSamplesToBinMask2x(float2 d, float2 minmaxz, float2 unprojectZ)
uint DepthSamplesToBinMask4x(float4 d, float2 minmaxz, float2 unprojectZ)
{
float4 z = Depth_to_Z(d, unprojectZ);
float4 z = DepthBufferToViewSpace(d, unprojectZ);
// Tile_UnitValueToBit will convert that 0 to 1 value into 0.0 to 31.99999
float4 bit = Tile_UnitValueToBit(RemapZToUnit(z, minmaxz));

@ -150,7 +150,7 @@ uint ComputeTransparentBitMask(float2 minmaxZ)
return 0;
}
float2 minmaxZ_transparent = Depth_to_Z(minmaxDepth_transparent, PassSrg::m_constantData.m_unprojectZ);
float2 minmaxZ_transparent = DepthBufferToViewSpace(minmaxDepth_transparent, PassSrg::m_constantData.m_unprojectZ);
float2 minmaxUnit_transparent = RemapZToUnit(minmaxZ_transparent, minmaxZ);
@ -295,7 +295,7 @@ void MainCS(
float2 minmaxDepth_opaque = ComputeDepthMinMaxFrom2Samples(opaqueDepthSamples);
minmaxDepth_both = ExpandMinMax(minmaxDepth_opaque, minmaxDepth_transparent);
UpdateMinMaxFromAllThreads(minmaxDepth_both, minmaxDepth_transparent, isPixelOnScreen);
minmaxDepth_both = Depth_to_Z(minmaxDepth_both, PassSrg::m_constantData.m_unprojectZ);
minmaxDepth_both = DepthBufferToViewSpace(minmaxDepth_both, PassSrg::m_constantData.m_unprojectZ);
// if zNear == zFar we want to map z == zNear to 0-bit, so we have to keep zNear without modifications
minmaxDepth_both.y = IncrementULP(minmaxDepth_both.y);
@ -313,7 +313,7 @@ void MainCS(
float2 minmaxDepth_opaque = ComputeDepthMinMaxFrom4Samples(opaqueDepthSamples);
minmaxDepth_both = ExpandMinMax(minmaxDepth_opaque, minmaxDepth_transparent);
UpdateMinMaxFromAllThreads(minmaxDepth_both, minmaxDepth_transparent, isPixelOnScreen);
minmaxDepth_both = Depth_to_Z(minmaxDepth_both, PassSrg::m_constantData.m_unprojectZ);
minmaxDepth_both = DepthBufferToViewSpace(minmaxDepth_both, PassSrg::m_constantData.m_unprojectZ);
// if zNear == zFar we want to map z == zNear to 0-bit, so we have to keep zNear without modifications
minmaxDepth_both.y = IncrementULP(minmaxDepth_both.y);

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