// RUN: %dxc -E main -T cs_6_0 %s | FileCheck %s // CHECK: threadId // CHECK: Sqrt // CHECK: Round_ni // // Copyright (c) Microsoft. All rights reserved. // This code is licensed under the MIT License (MIT). // THIS CODE IS PROVIDED *AS IS* WITHOUT WARRANTY OF // ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING ANY // IMPLIED WARRANTIES OF FITNESS FOR A PARTICULAR // PURPOSE, MERCHANTABILITY, OR NON-INFRINGEMENT. // // Developed by Minigraph // // Author: James Stanard // #include "MotionBlurRS.hlsli" Texture2D ColorBuffer : register(t0); Texture2D MotionBuffer : register(t1); RWTexture2D PrepBuffer : register(u0); float4 GetSampleData( uint2 st ) { return float4(ColorBuffer[st], 1.0) * saturate(length(MotionBuffer[st]) * 32.0 / 4.0); } [RootSignature(MotionBlur_RootSig)] [numthreads( 8, 8, 1 )] void main( uint3 Gid : SV_GroupID, uint GI : SV_GroupIndex, uint3 GTid : SV_GroupThreadID, uint3 DTid : SV_DispatchThreadID ) { uint2 corner = DTid.xy << 1; float4 sample0 = GetSampleData( corner + uint2(0, 0) ); float4 sample1 = GetSampleData( corner + uint2(1, 0) ); float4 sample2 = GetSampleData( corner + uint2(0, 1) ); float4 sample3 = GetSampleData( corner + uint2(1, 1) ); float combinedMotionWeight = sample0.a + sample1.a + sample2.a + sample3.a + 0.0001; PrepBuffer[DTid.xy] = floor(0.25 * combinedMotionWeight * 3.0) / 3.0 * float4( (sample0.rgb + sample1.rgb + sample2.rgb + sample3.rgb) / combinedMotionWeight, 1.0 ); }