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44 lines
1.0 KiB
Plaintext
44 lines
1.0 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 <viewsrg.srgi>
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#include <Atom/Features/PostProcessing/FullscreenVertex.azsli>
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ShaderResourceGroup PassSrg : SRG_PerPass
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{
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// D32_FLOAT_S8X24_UINT (Format:15) depthStencil texture
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Texture2D<float2> m_depthStencil;
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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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struct PSOutput
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{
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float m_linearDepth : SV_Target0;
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};
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PSOutput MainPS(VSOutput IN)
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{
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PSOutput OUT;
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float zDepth = PassSrg::m_depthStencil.Sample(PassSrg::LinearSampler, IN.m_texCoord).r;
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float linearDepth =
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abs(((ViewSrg::GetFarZTimesNearZ()) / (ViewSrg::GetFarZMinusNearZ() * zDepth - ViewSrg::GetFarZ())));
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OUT.m_linearDepth = linearDepth;
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return OUT;
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}
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