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48 lines
1.3 KiB
Plaintext
48 lines
1.3 KiB
Plaintext
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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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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