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o3de/Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/DepthOfFieldPrepare.azsl

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/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include <Atom/Features/PostProcessing/FullscreenPixelInfo.azsli>
#include <Atom/Features/PostProcessing/FullscreenVertex.azsli>
#include "DepthOfField.azsli"
#include <viewsrg.srgi>
ShaderResourceGroup PassSrg : SRG_PerPass
{
Texture2D<float4> m_colorTexture;
Texture2D<float4> m_depthTexture;
Sampler LinearSampler
{
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
AddressU = Clamp;
AddressV = Clamp;
AddressW = Clamp;
};
}
PSOutput MainPS(VSOutput IN)
{
PSOutput OUT = (PSOutput)0;
float4 color = PassSrg::m_colorTexture.Sample(PassSrg::LinearSampler, IN.m_texCoord);
float depth = InvertDepth(PassSrg::m_depthTexture.Sample(PassSrg::LinearSampler, IN.m_texCoord).r);
OUT.m_color.rgb = color.rgb;
float far = ViewSrg::m_dof.m_cameraParameters.x;
float near = ViewSrg::m_dof.m_cameraParameters.y;
float focusDistance = ViewSrg::m_dof.m_cameraParameters.z;
OUT.m_color.a = ConvertDofFactor(depth, far, near, focusDistance);
return OUT;
}