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60 lines
1.8 KiB
Plaintext
60 lines
1.8 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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// Specular IBL reflection pipeline:
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// Stencil -> BlendWeight -> GlobalFullscreen -> RenderOuter -> RenderInner -> Composite
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// ---------
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//
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// This shader composites the final reflection texture onto the specular texture using a
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// fullscreen pass, for pixels that have a non-zero stencil value. Output values are
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// box-filtered from the MSAA sub-pixels of the reflection texture.
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#include <scenesrg.srgi>
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#include <Atom/Features/PostProcessing/FullscreenVertexUtil.azsli>
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#include <Atom/Features/PostProcessing/FullscreenVertexInfo.azsli>
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#include <Atom/Features/PostProcessing/FullscreenPixelInfo.azsli>
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ShaderResourceGroup PassSrg : SRG_PerPass
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{
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Texture2DMS<float4> m_reflection;
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}
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// Vertex Shader
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VSOutput MainVS(VSInput input)
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{
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VSOutput OUT;
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float4 posTex = GetVertexPositionAndTexCoords(input.m_vertexID);
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OUT.m_texCoord = float2(posTex.z, posTex.w);
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OUT.m_position = float4(posTex.x, posTex.y, 0.0, 1.0);
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return OUT;
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}
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// Pixel Shader
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PSOutput MainPS(VSOutput IN)
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{
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// read reflection image, box filter samples for MSAA
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// Note: output will only be written to the sub-pixel samples that pass the stencil test
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float3 reflection = float3(0.0f, 0.0f, 0.0f);
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uint width, height, samples;
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PassSrg::m_reflection.GetDimensions(width, height, samples);
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for (uint sampleIndex = 0; sampleIndex < samples; ++sampleIndex)
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{
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reflection += PassSrg::m_reflection.Load(IN.m_position.xy, sampleIndex).rgb;
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}
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reflection /= samples;
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PSOutput OUT;
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OUT.m_color = float4(reflection, 1.0f);
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return OUT;
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}
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