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o3de/Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/DepthToLinearDepth.azsl

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/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include <viewsrg.srgi>
#include <Atom/Features/PostProcessing/FullscreenVertex.azsli>
ShaderResourceGroup PassSrg : SRG_PerPass
{
// D32_FLOAT_S8X24_UINT (Format:15) depthStencil texture
Texture2D<float2> m_depthStencil;
Sampler LinearSampler
{
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
AddressU = Clamp;
AddressV = Clamp;
AddressW = Clamp;
};
}
struct PSOutput
{
float m_linearDepth : SV_Target0;
};
PSOutput MainPS(VSOutput IN)
{
PSOutput OUT;
float zDepth = PassSrg::m_depthStencil.Sample(PassSrg::LinearSampler, IN.m_texCoord).r;
float linearDepth =
abs(((ViewSrg::GetFarZTimesNearZ()) / (ViewSrg::GetFarZMinusNearZ() * zDepth - ViewSrg::GetFarZ())));
OUT.m_linearDepth = linearDepth;
return OUT;
}