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o3de/Gems/Atom/Feature/Common/Assets/Shaders/Reflections/ReflectionCommon.azsli
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2021-03-25 13:57:57 -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/RPI/Math.azsli>
float4 ReconstructWorldPositionFromDepth(float2 screenCoords, uint sampleIndex)
{
float depth = PassSrg::m_depth.Load(screenCoords, sampleIndex).r;
uint2 dimensions;
uint samples;
PassSrg::m_depth.GetDimensions(dimensions.x, dimensions.y, samples);
float2 UV = saturate(screenCoords / dimensions.xy);
float x = UV.x * 2.0f - 1.0f;
float y = (1.0f - UV.y) * 2.0f - 1.0f;
float4 projectedPos = float4(x, y, depth, 1.0f);
float4 positionVS = mul(ViewSrg::m_projectionMatrixInverse, projectedPos);
positionVS /= positionVS.w;
float4 positionWS = mul(ViewSrg::m_viewMatrixInverse, positionVS);
return positionWS;
}