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o3de/Gems/Atom/Feature/Common/Assets/Shaders/Reflections/ReflectionScreenSpaceBlurHorizontal.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 <scenesrg.srgi>
#include <viewsrg.srgi>
#include <Atom/Features/PostProcessing/FullscreenVertex.azsli>
#include <Atom/Features/PostProcessing/FullscreenPixelInfo.azsli>
#include <Atom/Features/SrgSemantics.azsli>
#include "ReflectionScreenSpaceBlurCommon.azsli"
ShaderResourceGroup PassSrg : SRG_PerPass
{
RWTexture2D<float4> m_input;
RWTexture2D<float4> m_output;
uint m_imageWidth;
uint m_imageHeight;
float m_outputScale;
}
#include <Atom/RPI/ShaderResourceGroups/DefaultDrawSrg.azsli>
// Pixel Shader
PSOutput MainPS(VSOutput IN)
{
// horizontal blur uses coordinates from the mip-level render target
float3 result = GaussianFilter(IN.m_position.xy, TexelOffsetsH, PassSrg::m_input);
PSOutput OUT;
OUT.m_color = float4(result, 1.0f);
return OUT;
}