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/Reflections/ReflectionProbeStencil.azsl

62 lines
1.7 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
*
*/
// Specular IBL reflection pipeline:
// Stencil -> BlendWeight -> GlobalFullscreen -> RenderOuter -> RenderInner -> Composite
// -------
//
// This shader stencils the pixels covered by inner probe volumes. This will
// exclude them from blending operations in the later passes since inner volumes
// always blend at 100%. Note that this shader only considers pixels that were
// stenciled with the UseIBLSpecularPass value when they were rendered in the forward pass.
// It increases the stencil value if they are in an inner volume.
#include <viewsrg.srgi>
ShaderResourceGroup ObjectSrg : SRG_PerObject
{
row_major float3x4 m_modelToWorld;
float4x4 GetWorldMatrix()
{
float4x4 modelToWorld = float4x4(
float4(1, 0, 0, 0),
float4(0, 1, 0, 0),
float4(0, 0, 1, 0),
float4(0, 0, 0, 1));
modelToWorld[0] = ObjectSrg::m_modelToWorld[0];
modelToWorld[1] = ObjectSrg::m_modelToWorld[1];
modelToWorld[2] = ObjectSrg::m_modelToWorld[2];
return modelToWorld;
}
}
// Vertex Shader
struct VSInput
{
float3 m_position : POSITION;
};
struct VSOutput
{
float4 m_position : SV_Position;
};
VSOutput MainVS(VSInput vsInput)
{
VSOutput OUT;
float3 worldPosition = mul(ObjectSrg::GetWorldMatrix(), float4(vsInput.m_position, 1.0)).xyz;
OUT.m_position = mul(ViewSrg::m_viewProjectionMatrix, float4(worldPosition, 1.0));
return OUT;
}
// No PS since this shader just sets the stencil