You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
o3de/Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/SMAABlendingWeightCalculati...

99 lines
3.6 KiB
Plaintext

/*
* 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 <Atom/Features/SrgSemantics.azsli>
#include <Atom/Features/PostProcessing/FullscreenPixelInfo.azsli>
#include <Atom/Features/PostProcessing/PostProcessUtil.azsli>
#include <Atom/Features/PostProcessing/FullscreenVertexInfo.azsli>
#include <Atom/Features/PostProcessing/FullscreenVertexUtil.azsli>
struct VSOutputBlendingWeightCalculation
{
float4 m_position : SV_Position;
float2 m_texCoord : TEXCOORD0;
float2 m_pixcoord : TEXCOORD1;
float4 m_offset[3] : TEXCOORD2;
};
ShaderResourceGroup PassSrg : SRG_PerPass_WithFallback
{
Texture2D<float4> m_framebuffer;
Texture2D<float4> m_areaTexture;
Texture2D<float4> m_searchTexture;
// Information for render target.
// x = 1.0 / width
// y = 1.0 / height
// z = width
// w = height
float4 m_renderTargetMetrics;
// How many steps to be used in horizontal/vertical search process. For details please check comment related to SMAA_MAX_SEARCH_STEPS in SMAA.azsli.
int m_maxSearchSteps;
// How many steps to be used in diagonal search process. For details please check comment related to SMAA_MAX_SEARCH_STEPS_DIAG in SMAA.azsli.
int m_maxSearchStepsDiagonal;
// This is a tweak value for the sharp corner feature. For details please check comment related to SMAA_CORNER_ROUNDING in SMAA.azsli.
int m_cornerRounding;
Sampler LinearSampler
{
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
AddressU = Clamp;
AddressV = Clamp;
AddressW = Clamp;
};
Sampler PointSampler
{
MinFilter = Point;
MagFilter = Point;
MipFilter = Point;
AddressU = Clamp;
AddressV = Clamp;
AddressW = Clamp;
};
}
// Option shader variable to enable diagonal edge detection feature. This option value is used instead of SMAA_DISABLE_DIAG_DETECTION define in SMAA.azsli.
option bool o_enableDiagonalDetectionFeature = true;
// Option shader variable to enable corner detection feature. This option value will be used instead of SMAA_DISABLE_CORNER_DETECTION define in SMAA.azsli.
option bool o_enableCornerDetectionFeature = true;
// This macro being defined before being included in SMAA.azsli, we can control which function is enabled in SMAA.azsli.
// This macro is intended to enable the blending weight calculation functions only.
#define ATOM_SMAA_BLENDING_WEIGHT_CALCULATION_PASS_IMPLEMENTATION_ENABLE
// Defining the elements below before including SMAA.azsli as they'll be used in it.
// - PassSrg SRG to be used for the blending weight calculation implementation.
// - The option shader variables to be used for the blending weight calculation implementation.
#include "SMAA.azsli"
VSOutputBlendingWeightCalculation MainVS(VSInput input)
{
VSOutputBlendingWeightCalculation OUT;
float4 posTex = GetVertexPositionAndTexCoords(input.m_vertexID);
OUT.m_texCoord = float2(posTex.z, posTex.w);
OUT.m_position = float4(posTex.x, posTex.y, 0.0, 1.0);
SMAABlendingWeightCalculationVS(OUT.m_texCoord, OUT.m_pixcoord, OUT.m_offset);
return OUT;
}
PSOutput MainPS(VSOutputBlendingWeightCalculation IN)
{
PSOutput OUT;
OUT.m_color = SMAABlendingWeightCalculationPS(IN.m_texCoord, IN.m_pixcoord, IN.m_offset, PassSrg::m_framebuffer, PassSrg::m_areaTexture, PassSrg::m_searchTexture, float4(0.0, 0.0, 0.0, 0.0));
return OUT;
}