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diff --git a/thirdparty/amd-fsr2/shaders/ffx_fsr2_tcr_autogen_pass.glsl b/thirdparty/amd-fsr2/shaders/ffx_fsr2_tcr_autogen_pass.glsl
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+++ b/thirdparty/amd-fsr2/shaders/ffx_fsr2_tcr_autogen_pass.glsl
@@ -0,0 +1,122 @@
+// 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_SRV_INPUT_MOTION_VECTORS 2
+#define FSR2_BIND_SRV_PREV_PRE_ALPHA_COLOR 3
+#define FSR2_BIND_SRV_PREV_POST_ALPHA_COLOR 4
+#define FSR2_BIND_SRV_REACTIVE_MASK 5
+#define FSR2_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK 6
+
+#define FSR2_BIND_UAV_AUTOREACTIVE 7
+#define FSR2_BIND_UAV_AUTOCOMPOSITION 8
+#define FSR2_BIND_UAV_PREV_PRE_ALPHA_COLOR 9
+#define FSR2_BIND_UAV_PREV_POST_ALPHA_COLOR 10
+
+#define FSR2_BIND_CB_FSR2 11
+#define FSR2_BIND_CB_REACTIVE 12
+
+// -- GODOT start --
+#if FFX_FSR2_OPTION_GODOT_DERIVE_INVALID_MOTION_VECTORS
+#define FSR2_BIND_SRV_INPUT_DEPTH 13
+#endif
+// -- GODOT end --
+
+#include "ffx_fsr2_callbacks_glsl.h"
+#include "ffx_fsr2_common.h"
+
+#ifdef FSR2_BIND_CB_REACTIVE
+layout (set = 1, binding = FSR2_BIND_CB_REACTIVE, std140) uniform cbGenerateReactive_t
+{
+ float fTcThreshold; // 0.1 is a good starting value, lower will result in more TC pixels
+ float fTcScale;
+ float fReactiveScale;
+ float fReactiveMax;
+} cbGenerateReactive;
+
+float getTcThreshold()
+{
+ return cbGenerateReactive.fTcThreshold;
+}
+
+#else
+ float getTcThreshold()
+ {
+ return 0.05f;
+ }
+#endif
+
+#include "ffx_fsr2_tcr_autogen.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 // 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()
+{
+ FFX_MIN16_I2 uDispatchThreadId = FFX_MIN16_I2(gl_GlobalInvocationID.xy);
+
+ // ToDo: take into account jitter (i.e. add delta of previous jitter and current jitter to previous UV
+ // fetch pre- and post-alpha color values
+ FFX_MIN16_F2 fUv = ( FFX_MIN16_F2(uDispatchThreadId) + FFX_MIN16_F2(0.5f, 0.5f) ) / FFX_MIN16_F2( RenderSize() );
+ FFX_MIN16_F2 fPrevUV = fUv + FFX_MIN16_F2( LoadInputMotionVector(uDispatchThreadId) );
+ FFX_MIN16_I2 iPrevIdx = FFX_MIN16_I2(fPrevUV * FFX_MIN16_F2(RenderSize()) - 0.5f);
+
+ FFX_MIN16_F3 colorPreAlpha = FFX_MIN16_F3( LoadOpaqueOnly( uDispatchThreadId ) );
+ FFX_MIN16_F3 colorPostAlpha = FFX_MIN16_F3( LoadInputColor( uDispatchThreadId ) );
+
+ FFX_MIN16_F2 outReactiveMask = FFX_MIN16_F2( 0.f, 0.f );
+
+ outReactiveMask.y = ComputeTransparencyAndComposition(uDispatchThreadId, iPrevIdx);
+
+ if (outReactiveMask.y > 0.5f)
+ {
+ outReactiveMask.x = ComputeReactive(uDispatchThreadId, iPrevIdx);
+ outReactiveMask.x *= FFX_MIN16_F(cbGenerateReactive.fReactiveScale);
+ outReactiveMask.x = outReactiveMask.x < cbGenerateReactive.fReactiveMax ? outReactiveMask.x : FFX_MIN16_F( cbGenerateReactive.fReactiveMax );
+ }
+
+ outReactiveMask.y *= FFX_MIN16_F(cbGenerateReactive.fTcScale);
+
+ outReactiveMask.x = ffxMax(outReactiveMask.x, FFX_MIN16_F(LoadReactiveMask(uDispatchThreadId)));
+ outReactiveMask.y = ffxMax(outReactiveMask.y, FFX_MIN16_F(LoadTransparencyAndCompositionMask(uDispatchThreadId)));
+
+ StoreAutoReactive(uDispatchThreadId, outReactiveMask);
+
+ StorePrevPreAlpha(uDispatchThreadId, colorPreAlpha);
+ StorePrevPostAlpha(uDispatchThreadId, colorPostAlpha);
+}