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