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/PostProcessing/DepthDownsample.azsl

35 lines
1.2 KiB
Plaintext

/*
* 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>
#define THREADS 16
ShaderResourceGroup PassSrg : SRG_PerPass
{
Texture2D<float> m_depthFullRes;
RWTexture2D<float> m_depthHalfRes;
}
[numthreads(THREADS, THREADS, 1)]
void MainCS(uint3 dispatch_id: SV_DispatchThreadID)
{
uint2 targetPixel = dispatch_id.xy;
// Take the upper left pixel in the 2x2 quad. This has two advantages:
// 1) It gives us a real depth value instead of an averaged depth
// 2) It preserves equal distance properties between pixels (necessary for SSAO)
uint2 sourcePixel = targetPixel * 2;
PassSrg::m_depthHalfRes[targetPixel] = PassSrg::m_depthFullRes[sourcePixel];
}