summaryrefslogtreecommitdiffstats
path: root/thirdparty/amd-fsr2/shaders/ffx_fsr2_autogen_reactive_pass.glsl
diff options
context:
space:
mode:
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.glsl93
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));
+}