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ffx_fsr2_depth_clip_pass.glsl 3.0 KB

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  1. // This file is part of the FidelityFX SDK.
  2. //
  3. // Copyright (c) 2022-2023 Advanced Micro Devices, Inc. All rights reserved.
  4. //
  5. // Permission is hereby granted, free of charge, to any person obtaining a copy
  6. // of this software and associated documentation files (the "Software"), to deal
  7. // in the Software without restriction, including without limitation the rights
  8. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  9. // copies of the Software, and to permit persons to whom the Software is
  10. // furnished to do so, subject to the following conditions:
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. #extension GL_GOOGLE_include_directive : require
  22. #extension GL_EXT_samplerless_texture_functions : require
  23. #define FSR2_BIND_SRV_RECONSTRUCTED_PREV_NEAREST_DEPTH 0
  24. #define FSR2_BIND_SRV_DILATED_MOTION_VECTORS 1
  25. #define FSR2_BIND_SRV_DILATED_DEPTH 2
  26. #define FSR2_BIND_SRV_REACTIVE_MASK 3
  27. #define FSR2_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK 4
  28. #define FSR2_BIND_SRV_PREPARED_INPUT_COLOR 5
  29. #define FSR2_BIND_SRV_PREVIOUS_DILATED_MOTION_VECTORS 6
  30. #define FSR2_BIND_SRV_INPUT_MOTION_VECTORS 7
  31. #define FSR2_BIND_SRV_INPUT_COLOR 8
  32. #define FSR2_BIND_SRV_INPUT_DEPTH 9
  33. #define FSR2_BIND_SRV_INPUT_EXPOSURE 10
  34. #define FSR2_BIND_UAV_DEPTH_CLIP 11
  35. #define FSR2_BIND_UAV_DILATED_REACTIVE_MASKS 12
  36. #define FSR2_BIND_UAV_PREPARED_INPUT_COLOR 13
  37. #define FSR2_BIND_CB_FSR2 14
  38. #include "ffx_fsr2_callbacks_glsl.h"
  39. #include "ffx_fsr2_common.h"
  40. #include "ffx_fsr2_sample.h"
  41. #include "ffx_fsr2_depth_clip.h"
  42. #ifndef FFX_FSR2_THREAD_GROUP_WIDTH
  43. #define FFX_FSR2_THREAD_GROUP_WIDTH 8
  44. #endif // #ifndef FFX_FSR2_THREAD_GROUP_WIDTH
  45. #ifndef FFX_FSR2_THREAD_GROUP_HEIGHT
  46. #define FFX_FSR2_THREAD_GROUP_HEIGHT 8
  47. #endif // #ifndef FFX_FSR2_THREAD_GROUP_HEIGHT
  48. #ifndef FFX_FSR2_THREAD_GROUP_DEPTH
  49. #define FFX_FSR2_THREAD_GROUP_DEPTH 1
  50. #endif // #ifndef FFX_FSR2_THREAD_GROUP_DEPTH
  51. #ifndef FFX_FSR2_NUM_THREADS
  52. #define FFX_FSR2_NUM_THREADS layout (local_size_x = FFX_FSR2_THREAD_GROUP_WIDTH, local_size_y = FFX_FSR2_THREAD_GROUP_HEIGHT, local_size_z = FFX_FSR2_THREAD_GROUP_DEPTH) in;
  53. #endif // #ifndef FFX_FSR2_NUM_THREADS
  54. FFX_FSR2_NUM_THREADS
  55. void main()
  56. {
  57. DepthClip(ivec2(gl_GlobalInvocationID.xy));
  58. }