// 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_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)); }