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- // Copyright (C) 2009-present, Panagiotis Christopoulos Charitos and contributors.
- // All rights reserved.
- // Code licensed under the BSD License.
- // http://www.anki3d.org/LICENSE
- #pragma anki technique vert pixel comp
- #include <AnKi/Shaders/QuadVert.hlsl>
- #if ANKI_COMPUTE_SHADER || ANKI_PIXEL_SHADER
- # include <AnKi/Shaders/Functions.hlsl>
- SamplerState g_linearAnyClampSampler : register(s0);
- Texture2D<Vec4> g_inputTex : register(t0);
- # if ANKI_COMPUTE_SHADER
- # define USE_COMPUTE 1
- # else
- # define USE_COMPUTE 0
- # endif
- # if USE_COMPUTE
- RWTexture2D<Vec4> g_storageTex : register(u0);
- struct Consts
- {
- Vec2 m_viewportSize;
- UVec2 m_viewportSizeU;
- };
- ANKI_FAST_CONSTANTS(Consts, g_consts)
- # endif
- # if USE_COMPUTE
- [numthreads(8, 8, 1)] void main(UVec3 svDispatchThreadId : SV_DISPATCHTHREADID)
- # else
- Vec3 main(VertOut input) : SV_TARGET0
- # endif
- {
- # if USE_COMPUTE
- if(skipOutOfBoundsInvocations(UVec2(8, 8), g_consts.m_viewportSizeU, svDispatchThreadId.xy))
- {
- return;
- }
- const Vec2 uv = (Vec2(svDispatchThreadId.xy) + 0.5) / g_consts.m_viewportSize;
- # else
- const Vec2 uv = input.m_uv;
- # endif
- const Vec3 color = g_inputTex.SampleLevel(g_linearAnyClampSampler, uv, 0.0).rgb;
- # if USE_COMPUTE
- g_storageTex[svDispatchThreadId.xy] = Vec4(color, 0.0);
- # else
- return color;
- # endif
- }
- #endif // ANKI_COMPUTE_SHADER || ANKI_PIXEL_SHADER
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