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.
119 lines
4.3 KiB
Plaintext
119 lines
4.3 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>
|
|
|
|
#include <Atom/Features/PostProcessing/FullscreenPixelInfo.azsli>
|
|
#include <Atom/Features/PostProcessing/PostProcessUtil.azsli>
|
|
#include <Atom/Features/PostProcessing/FullscreenVertexInfo.azsli>
|
|
#include <Atom/Features/PostProcessing/FullscreenVertexUtil.azsli>
|
|
#include "SMAAUtils.azsli"
|
|
|
|
struct VSOutputNeighborhoodBlending
|
|
{
|
|
float4 m_position : SV_Position;
|
|
float2 m_texCoord : TEXCOORD0;
|
|
float4 m_offset : TEXCOORD1;
|
|
};
|
|
|
|
ShaderResourceGroup PassSrg : SRG_PerDraw
|
|
{
|
|
Texture2D<float4> m_framebuffer;
|
|
Texture2D<float4> m_framebufferPassThrough;
|
|
// This texture will not be used for blending process. Binding for debug purpose.
|
|
Texture2D<float4> m_blendTexture;
|
|
// This texture will not be used for blending process. Binding for debug purpose.
|
|
Texture2D<float4> m_edgeTexture;
|
|
|
|
// Information for render target.
|
|
// x = 1.0 / width
|
|
// y = 1.0 / height
|
|
// z = width
|
|
// w = height
|
|
float4 m_renderTargetMetrics;
|
|
|
|
Sampler LinearSampler
|
|
{
|
|
MinFilter = Linear;
|
|
MagFilter = Linear;
|
|
MipFilter = Linear;
|
|
AddressU = Clamp;
|
|
AddressV = Clamp;
|
|
AddressW = Clamp;
|
|
};
|
|
Sampler PointSampler
|
|
{
|
|
MinFilter = Point;
|
|
MagFilter = Point;
|
|
MipFilter = Point;
|
|
AddressU = Clamp;
|
|
AddressV = Clamp;
|
|
AddressW = Clamp;
|
|
};
|
|
}
|
|
|
|
// Option shader variable for the output mode of this pass. The EdgeTexture and BlendWeightTexture modes are intended for debug purpose only.
|
|
option enum class BlendingOutputMode { BlendResultWithProvisionalTonemap, BlendResult, PassThrough, EdgeTexture, BlendWeightTexture } o_blendingOutputMode = BlendingOutputMode::BlendResultWithProvisionalTonemap;
|
|
|
|
// This macro being defined before being included in SMAA.azsli, we can control which function is enabled in SMAA.azsli
|
|
// This macro is intended to enable the blending functions only.
|
|
#define ATOM_SMAA_NEIGHBORHOOD_BLENDING_PASS_IMPLEMENTATION_ENABLE
|
|
|
|
// Defining the elements below before including SMAA.azsli as they'll be used in it.
|
|
// - PassSrg SRG to be used for the blending implementation.
|
|
// - The option shader variables to be used for the blending implementation.
|
|
#include "SMAA.azsli"
|
|
|
|
VSOutputNeighborhoodBlending MainVS(VSInput input)
|
|
{
|
|
VSOutputNeighborhoodBlending OUT;
|
|
|
|
float4 posTex = GetVertexPositionAndTexCoords(input.m_vertexID);
|
|
|
|
OUT.m_texCoord = float2(posTex.z, posTex.w);
|
|
OUT.m_position = float4(posTex.x, posTex.y, 0.0, 1.0);
|
|
SMAANeighborhoodBlendingVS(OUT.m_texCoord, OUT.m_offset);
|
|
|
|
return OUT;
|
|
}
|
|
|
|
PSOutput MainPS(VSOutputNeighborhoodBlending IN)
|
|
{
|
|
PSOutput OUT;
|
|
|
|
switch (o_blendingOutputMode)
|
|
{
|
|
case BlendingOutputMode::BlendResultWithProvisionalTonemap:
|
|
{
|
|
float4 blendedColor = SMAANeighborhoodBlendingPS(IN.m_texCoord, IN.m_offset, PassSrg::m_framebuffer, PassSrg::m_blendTexture);
|
|
OUT.m_color = ApplyInverseProvisionalTonemap(blendedColor);
|
|
}
|
|
break;
|
|
case BlendingOutputMode::BlendResult:
|
|
OUT.m_color = SMAANeighborhoodBlendingPS(IN.m_texCoord, IN.m_offset, PassSrg::m_framebuffer, PassSrg::m_blendTexture);
|
|
break;
|
|
case BlendingOutputMode::PassThrough:
|
|
OUT.m_color = PassSrg::m_framebufferPassThrough.Sample(PassSrg::PointSampler, IN.m_texCoord);
|
|
break;
|
|
case BlendingOutputMode::EdgeTexture:
|
|
OUT.m_color = PassSrg::m_edgeTexture.Sample(PassSrg::PointSampler, IN.m_texCoord);
|
|
break;
|
|
case BlendingOutputMode::BlendWeightTexture:
|
|
OUT.m_color = PassSrg::m_blendTexture.Sample(PassSrg::PointSampler, IN.m_texCoord);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return OUT;
|
|
}
|