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36 lines
919 B
Plaintext
36 lines
919 B
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 <Atom/Features/SrgSemantics.azsli>
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#include "DepthOfField.azsli"
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ShaderResourceGroup PerPass : SRG_PerPass
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{
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Texture2D<float4> m_depthTexture;
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RWBuffer<float> m_outputFocusDepth;
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float2 m_autoFocusScreenPosition;
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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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}
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[numthreads(1, 1, 1)]
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void MainCS(uint3 dispatch_id : SV_DispatchThreadID)
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{
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float depth = PerPass::m_depthTexture.SampleLevel(PerPass::LinearSampler, PerPass::m_autoFocusScreenPosition, 0).x;
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PerPass::m_outputFocusDepth[0] = InvertDepth(depth);
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}
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