// 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); }