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o3de/Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/DiffuseSpecularMerge.azsl
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2021-04-23 09:43:40 -07:00

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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/SrgSemantics.azsli>
#include <Atom/Features/PostProcessing/FullscreenPixelInfo.azsli>
#include <Atom/Features/PostProcessing/FullscreenVertex.azsli>
#include <Atom/Features/PostProcessing/PostProcessUtil.azsli>
ShaderResourceGroup PassSrg : SRG_PerPass
{
Texture2D<float4> m_diffuseFrameBuffer;
Texture2D<float4> m_specularFrameBuffer;
Sampler LinearSampler
{
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
AddressU = Clamp;
AddressV = Clamp;
AddressW = Clamp;
};
}
PSOutput MainPS(VSOutput IN)
{
PSOutput OUT;
// 2x2 box filter to reduce noises introduced by undersampled subsurface scattering
float4 diffuse = PassSrg::m_diffuseFrameBuffer.Sample(PassSrg::LinearSampler, IN.m_texCoord);
if(diffuse.w > 0.0)
{
// Center pixel always valid
float3 sum = 0.25 * diffuse.rgb;
float weightSum = 0.25;
float3 color;
float weight;
// Up
color = PassSrg::m_diffuseFrameBuffer.Sample(PassSrg::LinearSampler, IN.m_texCoord, int2(0, -1)).rgb;
weight = color.x + color.y + color.z > 0.0 ? 0.25 : 0.0;
sum += weight * color;
weightSum += weight;
// Left
color = PassSrg::m_diffuseFrameBuffer.Sample(PassSrg::LinearSampler, IN.m_texCoord, int2(-1, 0)).rgb;
weight = color.x + color.y + color.z > 0.0 ? 0.25 : 0.0;
sum += weight * color;
weightSum += weight;
// Upperleft
color = PassSrg::m_diffuseFrameBuffer.Sample(PassSrg::LinearSampler, IN.m_texCoord, int2(-1, -1)).rgb;
weight = color.x + color.y + color.z > 0.0 ? 0.25 : 0.0;
sum += weight * color;
weightSum += weight;
diffuse = float4(sum / weightSum, 1.0);
}
float4 specular = PassSrg::m_specularFrameBuffer.Sample(PassSrg::LinearSampler, IN.m_texCoord);
OUT.m_color = float4(diffuse.rgb, 1.0) + specular;
return OUT;
}