12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667 |
- // This file is part of the FidelityFX SDK.
- //
- // Copyright (c) 2022-2023 Advanced Micro Devices, Inc. All rights reserved.
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to deal
- // in the Software without restriction, including without limitation the rights
- // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- // copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- // THE SOFTWARE.
- #extension GL_GOOGLE_include_directive : require
- #extension GL_EXT_samplerless_texture_functions : require
- #define FSR2_BIND_SRV_RECONSTRUCTED_PREV_NEAREST_DEPTH 0
- #define FSR2_BIND_SRV_DILATED_MOTION_VECTORS 1
- #define FSR2_BIND_SRV_DILATED_DEPTH 2
- #define FSR2_BIND_SRV_REACTIVE_MASK 3
- #define FSR2_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK 4
- #define FSR2_BIND_SRV_PREPARED_INPUT_COLOR 5
- #define FSR2_BIND_SRV_PREVIOUS_DILATED_MOTION_VECTORS 6
- #define FSR2_BIND_SRV_INPUT_MOTION_VECTORS 7
- #define FSR2_BIND_SRV_INPUT_COLOR 8
- #define FSR2_BIND_SRV_INPUT_DEPTH 9
- #define FSR2_BIND_SRV_INPUT_EXPOSURE 10
- #define FSR2_BIND_UAV_DEPTH_CLIP 11
- #define FSR2_BIND_UAV_DILATED_REACTIVE_MASKS 12
- #define FSR2_BIND_UAV_PREPARED_INPUT_COLOR 13
- #define FSR2_BIND_CB_FSR2 14
- #include "ffx_fsr2_callbacks_glsl.h"
- #include "ffx_fsr2_common.h"
- #include "ffx_fsr2_sample.h"
- #include "ffx_fsr2_depth_clip.h"
- #ifndef FFX_FSR2_THREAD_GROUP_WIDTH
- #define FFX_FSR2_THREAD_GROUP_WIDTH 8
- #endif // #ifndef FFX_FSR2_THREAD_GROUP_WIDTH
- #ifndef FFX_FSR2_THREAD_GROUP_HEIGHT
- #define FFX_FSR2_THREAD_GROUP_HEIGHT 8
- #endif // #ifndef FFX_FSR2_THREAD_GROUP_HEIGHT
- #ifndef FFX_FSR2_THREAD_GROUP_DEPTH
- #define FFX_FSR2_THREAD_GROUP_DEPTH 1
- #endif // #ifndef FFX_FSR2_THREAD_GROUP_DEPTH
- #ifndef FFX_FSR2_NUM_THREADS
- #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;
- #endif // #ifndef FFX_FSR2_NUM_THREADS
- FFX_FSR2_NUM_THREADS
- void main()
- {
- DepthClip(ivec2(gl_GlobalInvocationID.xy));
- }
|