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o3de/Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/DepthOfFieldPrepare.azsl
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2021-03-08 14:30:57 -08:00

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/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include <Atom/Features/PostProcessing/FullscreenPixelInfo.azsli>
#include <Atom/Features/PostProcessing/FullscreenVertex.azsli>
#include "DepthOfField.azsli"
#include <viewsrg.srgi>
ShaderResourceGroup PassSrg : SRG_PerPass
{
Texture2D<float4> m_colorTexture;
Texture2D<float4> m_depthTexture;
Sampler LinearSampler
{
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
AddressU = Clamp;
AddressV = Clamp;
AddressW = Clamp;
};
}
PSOutput MainPS(VSOutput IN)
{
PSOutput OUT = (PSOutput)0;
float4 color = PassSrg::m_colorTexture.Sample(PassSrg::LinearSampler, IN.m_texCoord);
float depth = InvertDepth(PassSrg::m_depthTexture.Sample(PassSrg::LinearSampler, IN.m_texCoord).r);
OUT.m_color.rgb = color.rgb;
float far = ViewSrg::m_dof.m_cameraParameters.x;
float near = ViewSrg::m_dof.m_cameraParameters.y;
float focusDistance = ViewSrg::m_dof.m_cameraParameters.z;
OUT.m_color.a = ConvertDofFactor(depth, far, near, focusDistance);
return OUT;
}