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o3de/Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/DepthDownsample.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/SrgSemantics.azsli>
#define THREADS 16
ShaderResourceGroup PassSrg : SRG_PerPass
{
Texture2D<float> m_depthFullRes;
RWTexture2D<float> m_depthHalfRes;
}
[numthreads(THREADS, THREADS, 1)]
void MainCS(uint3 dispatch_id: SV_DispatchThreadID)
{
uint2 targetPixel = dispatch_id.xy;
// Take the upper left pixel in the 2x2 quad. This has two advantages:
// 1) It gives us a real depth value instead of an averaged depth
// 2) It preserves equal distance properties between pixels (necessary for SSAO)
uint2 sourcePixel = targetPixel * 2;
PassSrg::m_depthHalfRes[targetPixel] = PassSrg::m_depthFullRes[sourcePixel];
}