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o3de/Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/MSAAResolveDepth.azsl
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2021-04-23 09:43:40 -07:00

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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 <Atom/Features/SrgSemantics.azsli>
#include <Atom/Features/PostProcessing/FullscreenVertex.azsli>
#include <Atom/Features/PostProcessing/PostProcessUtil.azsli>
ShaderResourceGroup PassSrg : SRG_PerPass
{
Texture2DMS<float> m_depthTexture;
}
struct PSOutput
{
float m_depth : SV_Depth;
};
PSOutput MainPS(VSOutput IN)
{
uint width = 0;
uint height = 0;
uint numberOfSamples = 0;
PassSrg::m_depthTexture.GetDimensions(width, height, numberOfSamples);
int2 coord = int2(width * IN.m_texCoord.x, height * IN.m_texCoord.y);
PSOutput OUT;
int sampleIndex = 0;
OUT.m_depth = PassSrg::m_depthTexture.Load(coord, sampleIndex);
return OUT;
}