/*
 * Copyright (c) Contributors to the Open 3D Engine Project.
 * For complete copyright and license terms please see the LICENSE at the root of this distribution.
 *
 * SPDX-License-Identifier: Apache-2.0 OR MIT
 *
 */

#include <Atom/Features/SrgSemantics.azsli>

ShaderResourceGroup TextureInstanceSrg : SRG_PerObject
{
    Texture2DMS<float4> m_albedoMap;
}

struct VSInput
{
    float3 m_position : POSITION;
    float2 m_uv : UV0;
};

struct VSOutput
{
    float4 m_position : SV_Position;
    float2 m_uv : UV0;
};

VSOutput MainVS(VSInput vsInput)
{
    VSOutput OUT;
    OUT.m_position = float4(vsInput.m_position, 1.0);
    OUT.m_uv.x = vsInput.m_uv.x;
    OUT.m_uv.y = 1.0 - vsInput.m_uv.y;
    return OUT;
}

struct PSOutput
{
    float4 m_color : SV_Target0;
};

PSOutput MainPS(VSOutput psInput)
{
    PSOutput OUT;
    uint width = 0;
    uint height = 0;
    uint numberOfSamples = 0;
    TextureInstanceSrg::m_albedoMap.GetDimensions(width, height, numberOfSamples);
    float3 albedo = float3(0, 0, 0);
    // Just average the samples equally
    for (uint i = 0; i < numberOfSamples; ++i)
    {
        albedo += TextureInstanceSrg::m_albedoMap.Load(int2(width * psInput.m_uv.x, height * psInput.m_uv.y), i).rgb;
    }
    OUT.m_color = float4(albedo / numberOfSamples, 1.0);
    return OUT;
}