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Diffstat (limited to 'thirdparty/amd-fsr2/shaders/ffx_fsr2_autogen_reactive_pass.glsl')
-rw-r--r-- | thirdparty/amd-fsr2/shaders/ffx_fsr2_autogen_reactive_pass.glsl | 93 |
1 files changed, 93 insertions, 0 deletions
diff --git a/thirdparty/amd-fsr2/shaders/ffx_fsr2_autogen_reactive_pass.glsl b/thirdparty/amd-fsr2/shaders/ffx_fsr2_autogen_reactive_pass.glsl new file mode 100644 index 0000000000..e62b445924 --- /dev/null +++ b/thirdparty/amd-fsr2/shaders/ffx_fsr2_autogen_reactive_pass.glsl @@ -0,0 +1,93 @@ +// 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_INPUT_OPAQUE_ONLY 0 +#define FSR2_BIND_SRV_INPUT_COLOR 1 +#define FSR2_BIND_UAV_AUTOREACTIVE 2 +#define FSR2_BIND_CB_REACTIVE 3 +#define FSR2_BIND_CB_FSR2 4 + +#include "ffx_fsr2_callbacks_glsl.h" +#include "ffx_fsr2_common.h" + +// layout (set = 1, binding = FSR2_BIND_SRV_PRE_ALPHA_COLOR) uniform texture2D r_input_color_pre_alpha; +// layout (set = 1, binding = FSR2_BIND_SRV_POST_ALPHA_COLOR) uniform texture2D r_input_color_post_alpha; +// layout (set = 1, binding = FSR2_BIND_UAV_REACTIVE, r8) uniform image2D rw_output_reactive_mask; + + +#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 // 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 + +#if defined(FSR2_BIND_CB_REACTIVE) +layout (set = 1, binding = FSR2_BIND_CB_REACTIVE, std140) uniform cbGenerateReactive_t +{ + float scale; + float threshold; + float binaryValue; + uint flags; +} cbGenerateReactive; +#endif + +FFX_FSR2_NUM_THREADS +void main() +{ + FfxUInt32x2 uDispatchThreadId = gl_GlobalInvocationID.xy; + + FfxFloat32x3 ColorPreAlpha = LoadOpaqueOnly(FFX_MIN16_I2(uDispatchThreadId)).rgb; + FfxFloat32x3 ColorPostAlpha = LoadInputColor(FFX_MIN16_I2(uDispatchThreadId)).rgb; + + if ((cbGenerateReactive.flags & FFX_FSR2_AUTOREACTIVEFLAGS_APPLY_TONEMAP) != 0) + { + ColorPreAlpha = Tonemap(ColorPreAlpha); + ColorPostAlpha = Tonemap(ColorPostAlpha); + } + + if ((cbGenerateReactive.flags & FFX_FSR2_AUTOREACTIVEFLAGS_APPLY_INVERSETONEMAP) != 0) + { + ColorPreAlpha = InverseTonemap(ColorPreAlpha); + ColorPostAlpha = InverseTonemap(ColorPostAlpha); + } + + FfxFloat32 out_reactive_value = 0.f; + FfxFloat32x3 delta = abs(ColorPostAlpha - ColorPreAlpha); + + out_reactive_value = ((cbGenerateReactive.flags & FFX_FSR2_AUTOREACTIVEFLAGS_USE_COMPONENTS_MAX)!=0) ? max(delta.x, max(delta.y, delta.z)) : length(delta); + out_reactive_value *= cbGenerateReactive.scale; + + out_reactive_value = ((cbGenerateReactive.flags & FFX_FSR2_AUTOREACTIVEFLAGS_APPLY_THRESHOLD)!=0) ? ((out_reactive_value < cbGenerateReactive.threshold) ? 0 : cbGenerateReactive.binaryValue) : out_reactive_value; + + imageStore(rw_output_autoreactive, FfxInt32x2(uDispatchThreadId), vec4(out_reactive_value)); +} |