/* * Copyright (c) Contributors to the Open 3D Engine Project. * For complete copyright and license terms please see the LICENSE at the root of this distribution. * * SPDX-License-Identifier: Apache-2.0 OR MIT * */ #include #include #include #include #include #include "ReflectionScreenSpaceBlurCommon.azsli" ShaderResourceGroup PassSrg : SRG_PerPass { RWTexture2D m_input; RWTexture2D m_output; uint m_imageWidth; uint m_imageHeight; float m_outputScale; } #include // Pixel Shader PSOutput MainPS(VSOutput IN) { // horizontal blur uses coordinates from the mip-level render target float3 result = GaussianFilter(IN.m_position.xy, TexelOffsetsH, PassSrg::m_input); PSOutput OUT; OUT.m_color = float4(result, 1.0f); return OUT; }