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