diff options
Diffstat (limited to 'thirdparty/amd-fsr2/shaders/ffx_fsr2_depth_clip_pass.glsl')
| -rw-r--r-- | thirdparty/amd-fsr2/shaders/ffx_fsr2_depth_clip_pass.glsl | 67 |
1 files changed, 67 insertions, 0 deletions
diff --git a/thirdparty/amd-fsr2/shaders/ffx_fsr2_depth_clip_pass.glsl b/thirdparty/amd-fsr2/shaders/ffx_fsr2_depth_clip_pass.glsl new file mode 100644 index 0000000000..65cc8b67ef --- /dev/null +++ b/thirdparty/amd-fsr2/shaders/ffx_fsr2_depth_clip_pass.glsl @@ -0,0 +1,67 @@ +// 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_RECONSTRUCTED_PREV_NEAREST_DEPTH 0 +#define FSR2_BIND_SRV_DILATED_MOTION_VECTORS 1 +#define FSR2_BIND_SRV_DILATED_DEPTH 2 +#define FSR2_BIND_SRV_REACTIVE_MASK 3 +#define FSR2_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK 4 +#define FSR2_BIND_SRV_PREPARED_INPUT_COLOR 5 +#define FSR2_BIND_SRV_PREVIOUS_DILATED_MOTION_VECTORS 6 +#define FSR2_BIND_SRV_INPUT_MOTION_VECTORS 7 +#define FSR2_BIND_SRV_INPUT_COLOR 8 +#define FSR2_BIND_SRV_INPUT_DEPTH 9 +#define FSR2_BIND_SRV_INPUT_EXPOSURE 10 + +#define FSR2_BIND_UAV_DEPTH_CLIP 11 +#define FSR2_BIND_UAV_DILATED_REACTIVE_MASKS 12 +#define FSR2_BIND_UAV_PREPARED_INPUT_COLOR 13 + +#define FSR2_BIND_CB_FSR2 14 + +#include "ffx_fsr2_callbacks_glsl.h" +#include "ffx_fsr2_common.h" +#include "ffx_fsr2_sample.h" +#include "ffx_fsr2_depth_clip.h" + +#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 // #ifndef 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 + +FFX_FSR2_NUM_THREADS +void main() +{ + DepthClip(ivec2(gl_GlobalInvocationID.xy)); +} |
