diff --git a/Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/LightCulling/NVLC.azsli b/Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/LightCulling/NVLC.azsli index 8bcd21b19b..60d5bf38f2 100644 --- a/Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/LightCulling/NVLC.azsli +++ b/Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/LightCulling/NVLC.azsli @@ -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)); diff --git a/Gems/Atom/Feature/Common/Assets/Shaders/LightCulling/LightCullingTilePrepare.azsl b/Gems/Atom/Feature/Common/Assets/Shaders/LightCulling/LightCullingTilePrepare.azsl index fba2175c9b..a8b2ab76db 100644 --- a/Gems/Atom/Feature/Common/Assets/Shaders/LightCulling/LightCullingTilePrepare.azsl +++ b/Gems/Atom/Feature/Common/Assets/Shaders/LightCulling/LightCullingTilePrepare.azsl @@ -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);