78 lines
2.5 KiB
Plaintext
78 lines
2.5 KiB
Plaintext
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#include <Atom/Features/SrgSemantics.azsli>
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#include <Atom/Features/PostProcessing/FullscreenPixelInfo.azsli>
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#include <Atom/Features/PostProcessing/FullscreenVertex.azsli>
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#include <Atom/Features/PostProcessing/PostProcessUtil.azsli>
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ShaderResourceGroup PassSrg : SRG_PerPass
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{
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Texture2D<float4> m_diffuseFrameBuffer;
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Texture2D<float4> m_specularFrameBuffer;
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Sampler LinearSampler
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{
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MinFilter = Linear;
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MagFilter = Linear;
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MipFilter = Linear;
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AddressU = Clamp;
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AddressV = Clamp;
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AddressW = Clamp;
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};
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}
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PSOutput MainPS(VSOutput IN)
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{
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PSOutput OUT;
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// 2x2 box filter to reduce noises introduced by undersampled subsurface scattering
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float4 diffuse = PassSrg::m_diffuseFrameBuffer.Sample(PassSrg::LinearSampler, IN.m_texCoord);
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if(diffuse.w > 0.0)
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{
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// Center pixel always valid
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float3 sum = 0.25 * diffuse.rgb;
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float weightSum = 0.25;
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float3 color;
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float weight;
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// Up
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color = PassSrg::m_diffuseFrameBuffer.Sample(PassSrg::LinearSampler, IN.m_texCoord, int2(0, -1)).rgb;
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weight = color.x + color.y + color.z > 0.0 ? 0.25 : 0.0;
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sum += weight * color;
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weightSum += weight;
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// Left
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color = PassSrg::m_diffuseFrameBuffer.Sample(PassSrg::LinearSampler, IN.m_texCoord, int2(-1, 0)).rgb;
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weight = color.x + color.y + color.z > 0.0 ? 0.25 : 0.0;
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sum += weight * color;
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weightSum += weight;
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// Upperleft
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color = PassSrg::m_diffuseFrameBuffer.Sample(PassSrg::LinearSampler, IN.m_texCoord, int2(-1, -1)).rgb;
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weight = color.x + color.y + color.z > 0.0 ? 0.25 : 0.0;
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sum += weight * color;
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weightSum += weight;
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diffuse = float4(sum / weightSum, 1.0);
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}
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float4 specular = PassSrg::m_specularFrameBuffer.Sample(PassSrg::LinearSampler, IN.m_texCoord);
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OUT.m_color = float4(diffuse.rgb, 1.0) + specular;
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return OUT;
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}
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