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o3de/Gems/Atom/Feature/Common/Assets/Shaders/DiffuseGlobalIllumination/DiffuseProbeGridVisualizati...

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/*
* 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 <scenesrg.srgi>
#include <viewsrg.srgi>
#include <Atom/Features/PostProcessing/FullscreenVertexUtil.azsli>
#include <Atom/Features/PostProcessing/FullscreenVertexInfo.azsli>
#include <Atom/Features/PostProcessing/FullscreenPixelInfo.azsli>
#include <Atom/Features/PBR/LightingUtils.azsli>
#include <Atom/RPI/Math.azsli>
ShaderResourceGroup PassSrg : SRG_PerPass
{
Texture2D<float4> m_visualization;
Texture2D<float> m_depth;
Sampler LinearSampler
{
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
AddressU = Clamp;
AddressV = Clamp;
AddressW = Clamp;
};
}
// Vertex Shader
VSOutput MainVS(VSInput input)
{
VSOutput OUT;
float4 posTex = GetVertexPositionAndTexCoords(input.m_vertexID);
OUT.m_position = float4(posTex.x, posTex.y, 0.0, 1.0);
return OUT;
}
// Pixel Shader
PSOutput MainPS(VSOutput IN)
{
uint2 screenCoords = IN.m_position.xy;
float depth = PassSrg::m_depth.Load(uint3(screenCoords, 0)).r;
float4 visualization = PassSrg::m_visualization.Load(uint3(screenCoords, 0));
if (!any(visualization))
{
discard;
}
if (depth > visualization.a)
{
discard;
}
PSOutput OUT;
OUT.m_color = float4(visualization.rgb, 1.0f);
return OUT;
}