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86 lines
2.4 KiB
Plaintext
86 lines
2.4 KiB
Plaintext
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#include <scenesrg.srgi>
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#include <viewsrg.srgi>
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#include <Atom/Features/PostProcessing/FullscreenVertexUtil.azsli>
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#include <Atom/Features/PostProcessing/FullscreenVertexInfo.azsli>
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#include <Atom/RPI/Math.azsli>
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ShaderResourceGroup PassSrg : SRG_PerPass
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{
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Texture2DMS<float4> m_normal; // RGB10 = Normal (Encoded), A2 = Flags
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Texture2DMS<float> m_depth;
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Sampler LinearSampler
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{
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MinFilter = Linear;
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MagFilter = Linear;
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MipFilter = Linear;
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AddressU = Clamp;
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AddressV = Clamp;
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AddressW = Clamp;
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};
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// scale multiplier of the downsampled size to the fullscreen size (e.g., 4)
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uint m_outputImageScale;
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}
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#include <Atom/RPI/ShaderResourceGroups/DefaultDrawSrg.azsli>
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// Vertex Shader
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VSOutput MainVS(VSInput input)
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{
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VSOutput OUT;
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float4 posTex = GetVertexPositionAndTexCoords(input.m_vertexID);
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OUT.m_texCoord = float2(posTex.z, posTex.w);
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OUT.m_position = float4(posTex.x, posTex.y, 0.0, 1.0);
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return OUT;
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}
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struct PSOutput
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{
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float m_depth : SV_Depth;
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float4 m_normal : SV_Target0;
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};
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// Pixel Shader
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PSOutput MainPS(VSOutput IN, in uint sampleIndex : SV_SampleIndex)
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{
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uint2 screenCoords = IN.m_position.xy * PassSrg::m_outputImageScale;
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float downsampledDepth = 0;
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float4 downsampledEncodedNormal;
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for (uint y = 0; y < PassSrg::m_outputImageScale; ++y)
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{
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for (uint x = 0; x < PassSrg::m_outputImageScale; ++x)
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{
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float depth = PassSrg::m_depth.Load(screenCoords + int2(x, y), sampleIndex).r;
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float4 encodedNormal = PassSrg::m_normal.Load(screenCoords + int2(x, y), sampleIndex);
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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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if (depth > downsampledDepth)
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{
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downsampledDepth = depth;
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downsampledEncodedNormal = encodedNormal;
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}
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}
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}
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float3 downsampledNormal = DecodeNormalSignedOctahedron(downsampledEncodedNormal.rgb);
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PSOutput OUT;
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OUT.m_depth = downsampledDepth;
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OUT.m_normal = float4(downsampledNormal * 0.5f + 0.5f, 0.0f);
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return OUT;
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}
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