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