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- // RUN: %dxc -E main -T cs_6_0 %s | FileCheck %s
- // CHECK: threadId
- // CHECK: textureLoad
- // CHECK: textureStore
- //
- // 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 "SSAORS.hlsli"
- RWTexture2D<float> LinearZ : register(u0);
- Texture2D<float> Depth : register(t0);
- cbuffer ConstantBuffer_x : register(b0)
- {
- float ZMagic; // (zFar - zNear) / zNear
- }
- [RootSignature(SSAO_RootSig)]
- [numthreads( 16, 16, 1 )]
- void main( uint3 Gid : SV_GroupID, uint GI : SV_GroupIndex, uint3 GTid : SV_GroupThreadID, uint3 DTid : SV_DispatchThreadID )
- {
- LinearZ[DTid.xy] = 1.0 / (ZMagic * Depth[DTid.xy] + 1.0);
- }
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