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o3de/Gems/Atom/Feature/Common/Assets/Shaders/Reflections/ReflectionScreenSpaceBlurHo...

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