More fixes to shaders with the latest dxc
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@@ -31,8 +31,7 @@
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},
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"CompilerHints" : {
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"DisableOptimizations" : true,
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"DxcGenerateDebugInfo" : true
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"DisableOptimizations" : true
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},
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"ProgramSettings":
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+2
-2
@@ -70,8 +70,8 @@ PSOutput MainPS(VSOutput IN)
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{
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for (uint x = 0; x < ImageScale; ++x)
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{
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float depth = PassSrg::m_depth.Load(int3(screenCoords, 0), int2(x, y)).r;
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float4 encodedNormal = PassSrg::m_normal.Load(int3(screenCoords, 0), int2(x, y));
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float depth = PassSrg::m_depth.Load(int3(screenCoords + int2(x, y), 0)).r;
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float4 encodedNormal = PassSrg::m_normal.Load(int3(screenCoords + int2(x, y), 0));
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// take the closest depth sample to ensure we're getting the normal closest to the viewer
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// (larger depth value due to reverse depth)
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@@ -308,7 +308,7 @@ namespace AZ
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uint32_t exitCode = 0;
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bool timedOut = false;
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const AZStd::sys_time_t maxWaitTimeSeconds = 240;
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const AZStd::sys_time_t maxWaitTimeSeconds = 120;
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const AZStd::sys_time_t startTimeSeconds = AZStd::GetTimeNowSecond();
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const AZStd::sys_time_t startTime = AZStd::GetTimeNowTicks();
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@@ -11,7 +11,7 @@
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*/
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#pragma once
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#define AZ_TRAIT_ATOM_SHADERBUILDER_DXC "Builders/DirectXShaderCompilerAz/dxc.exe"
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#define AZ_TRAIT_ATOM_SHADERBUILDER_DXC "Builders/DirectXShaderCompiler/dxc.exe"
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#define AZ_TRAIT_ATOM_VULKAN_DISABLE_DUAL_SOURCE_BLENDING 0
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#define AZ_TRAIT_ATOM_VULKAN_DLL "vulkan.dll"
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#define AZ_TRAIT_ATOM_VULKAN_DLL_1 "vulkan-1.dll"
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