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