296 lines
11 KiB
Plaintext
296 lines
11 KiB
Plaintext
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//
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// This is a modified version of the SSAO renderer from Microsoft's MiniEngine
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// library. The copyright notice from the original version is included below.
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//
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// The original source code of MiniEngine is available on GitHub.
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// https://github.com/Microsoft/DirectX-Graphics-Samples
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//
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//
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// Copyright (c) Microsoft. All rights reserved.
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// This code is licensed under the MIT License (MIT).
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// THIS CODE IS PROVIDED *AS IS* WITHOUT WARRANTY OF
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// ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING ANY
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// IMPLIED WARRANTIES OF FITNESS FOR A PARTICULAR
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// PURPOSE, MERCHANTABILITY, OR NON-INFRINGEMENT.
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//
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// Developed by Minigraph
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//
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// Author: James Stanard
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//
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#pragma warning(disable : 3568)
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#pragma exclude_renderers gles gles3 d3d11_9x
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#pragma kernel MultiScaleVORender MAIN=MultiScaleVORender
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#pragma kernel MultiScaleVORender_interleaved MAIN=MultiScaleVORender_interleaved INTERLEAVE_RESULT
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#pragma kernel MultiScaleVORender_MSAA MAIN=MultiScaleVORender_MSAA MSAA
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#pragma kernel MultiScaleVORender_MSAA_interleaved MAIN=MultiScaleVORender_MSAA_interleaved MSAA INTERLEAVE_RESULT
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#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl"
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#ifndef INTERLEAVE_RESULT
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#define WIDE_SAMPLING 1
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#endif
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#if WIDE_SAMPLING
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// 32x32 cache size: the 16x16 in the center forms the area of focus with the 8-pixel perimeter used for wide gathering.
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#define TILE_DIM 32
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#define THREAD_COUNT_X 16
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#define THREAD_COUNT_Y 16
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#else
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// 16x16 cache size: the 8x8 in the center forms the area of focus with the 4-pixel perimeter used for gathering.
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#define TILE_DIM 16
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#define THREAD_COUNT_X 8
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#define THREAD_COUNT_Y 8
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#endif
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#ifdef MSAA
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// Input Textures
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#ifdef INTERLEAVE_RESULT
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Texture2DArray<float2> DepthTex;
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#else
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Texture2D<float2> DepthTex;
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#endif
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// Output texture
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RWTexture2D<float2> Occlusion;
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// Shared memory
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groupshared float2 DepthSamples[TILE_DIM * TILE_DIM];
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#else
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// Input Textures
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#ifdef INTERLEAVE_RESULT
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Texture2DArray<float> DepthTex;
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#else
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Texture2D<float> DepthTex;
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#endif
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// Output texture
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RWTexture2D<float> Occlusion;
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// Shared memory
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groupshared float DepthSamples[TILE_DIM * TILE_DIM];
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#endif
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SamplerState samplerDepthTex;
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CBUFFER_START(CB1)
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float4 gInvThicknessTable[3];
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float4 gSampleWeightTable[3];
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float4 gInvSliceDimension;
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float2 AdditionalParams;
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CBUFFER_END
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#define gRejectFadeoff AdditionalParams.x
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#define gIntensity AdditionalParams.y
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#ifdef MSAA
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float2 TestSamplePair(float frontDepth, float2 invRange, uint base, int offset)
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{
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// "Disocclusion" measures the penetration distance of the depth sample within the sphere.
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// Disocclusion < 0 (full occlusion) -> the sample fell in front of the sphere
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// Disocclusion > 1 (no occlusion) -> the sample fell behind the sphere
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float2 disocclusion1 = DepthSamples[base + offset] * invRange - frontDepth;
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float2 disocclusion2 = DepthSamples[base - offset] * invRange - frontDepth;
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float2 pseudoDisocclusion1 = saturate(gRejectFadeoff * disocclusion1);
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float2 pseudoDisocclusion2 = saturate(gRejectFadeoff * disocclusion2);
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return saturate(
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clamp(disocclusion1, pseudoDisocclusion2, 1.0) +
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clamp(disocclusion2, pseudoDisocclusion1, 1.0) -
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pseudoDisocclusion1 * pseudoDisocclusion2);
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}
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float2 TestSamples(uint centerIdx, uint x, uint y, float2 invDepth, float invThickness)
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{
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#if WIDE_SAMPLING
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x <<= 1;
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y <<= 1;
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#endif
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float2 invRange = invThickness * invDepth;
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float frontDepth = invThickness - 0.5;
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if (y == 0)
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{
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// Axial
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return 0.5 * (
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TestSamplePair(frontDepth, invRange, centerIdx, x) +
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TestSamplePair(frontDepth, invRange, centerIdx, x * TILE_DIM)
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);
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}
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else if (x == y)
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{
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// Diagonal
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return 0.5 * (
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TestSamplePair(frontDepth, invRange, centerIdx, x * TILE_DIM - x) +
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TestSamplePair(frontDepth, invRange, centerIdx, x * TILE_DIM + x)
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);
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}
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else
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{
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// L-Shaped
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return 0.25 * (
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TestSamplePair(frontDepth, invRange, centerIdx, y * TILE_DIM + x) +
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TestSamplePair(frontDepth, invRange, centerIdx, y * TILE_DIM - x) +
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TestSamplePair(frontDepth, invRange, centerIdx, x * TILE_DIM + y) +
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TestSamplePair(frontDepth, invRange, centerIdx, x * TILE_DIM - y)
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);
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}
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}
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#else
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float TestSamplePair(float frontDepth, float invRange, uint base, int offset)
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{
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// "Disocclusion" measures the penetration distance of the depth sample within the sphere.
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// Disocclusion < 0 (full occlusion) -> the sample fell in front of the sphere
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// Disocclusion > 1 (no occlusion) -> the sample fell behind the sphere
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float disocclusion1 = DepthSamples[base + offset] * invRange - frontDepth;
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float disocclusion2 = DepthSamples[base - offset] * invRange - frontDepth;
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float pseudoDisocclusion1 = saturate(gRejectFadeoff * disocclusion1);
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float pseudoDisocclusion2 = saturate(gRejectFadeoff * disocclusion2);
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return saturate(
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clamp(disocclusion1, pseudoDisocclusion2, 1.0) +
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clamp(disocclusion2, pseudoDisocclusion1, 1.0) -
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pseudoDisocclusion1 * pseudoDisocclusion2);
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}
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float TestSamples(uint centerIdx, uint x, uint y, float invDepth, float invThickness)
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{
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#if WIDE_SAMPLING
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x <<= 1;
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y <<= 1;
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#endif
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float invRange = invThickness * invDepth;
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float frontDepth = invThickness - 0.5;
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if (y == 0)
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{
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// Axial
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return 0.5 * (
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TestSamplePair(frontDepth, invRange, centerIdx, x) +
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TestSamplePair(frontDepth, invRange, centerIdx, x * TILE_DIM)
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);
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}
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else if (x == y)
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{
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// Diagonal
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return 0.5 * (
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TestSamplePair(frontDepth, invRange, centerIdx, x * TILE_DIM - x) +
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TestSamplePair(frontDepth, invRange, centerIdx, x * TILE_DIM + x)
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);
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}
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else
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{
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// L-Shaped
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return 0.25 * (
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TestSamplePair(frontDepth, invRange, centerIdx, y * TILE_DIM + x) +
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TestSamplePair(frontDepth, invRange, centerIdx, y * TILE_DIM - x) +
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TestSamplePair(frontDepth, invRange, centerIdx, x * TILE_DIM + y) +
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TestSamplePair(frontDepth, invRange, centerIdx, x * TILE_DIM - y)
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);
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}
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}
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#endif
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#ifdef DISABLE_COMPUTE_SHADERS
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TRIVIAL_COMPUTE_KERNEL(MAIN)
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#else
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[numthreads(THREAD_COUNT_X, THREAD_COUNT_Y, 1)]
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void MAIN(uint3 Gid : SV_GroupID, uint GI : SV_GroupIndex, uint3 GTid : SV_GroupThreadID, uint3 DTid : SV_DispatchThreadID)
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{
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#if WIDE_SAMPLING
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float2 QuadCenterUV = int2(DTid.xy + GTid.xy - 7) * gInvSliceDimension.xy;
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#else
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float2 QuadCenterUV = int2(DTid.xy + GTid.xy - 3) * gInvSliceDimension.xy;
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#endif
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#ifdef MSAA
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// Fetch four depths and store them in LDS
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#ifdef INTERLEAVE_RESULT
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float4 depths0 = DepthTex.GatherRed(samplerDepthTex, float3(QuadCenterUV, DTid.z));
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float4 depths1 = DepthTex.GatherGreen(samplerDepthTex, float3(QuadCenterUV, DTid.z));
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#else
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float4 depths0 = DepthTex.GatherRed(samplerDepthTex, QuadCenterUV);
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float4 depths1 = DepthTex.GatherGreen(samplerDepthTex, QuadCenterUV);
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#endif
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int destIdx = GTid.x * 2 + GTid.y * 2 * TILE_DIM;
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DepthSamples[destIdx] = float2(depths0.w, depths1.w);
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DepthSamples[destIdx + 1] = float2(depths0.z, depths1.z);
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DepthSamples[destIdx + TILE_DIM] = float2(depths0.x, depths1.x);
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DepthSamples[destIdx + TILE_DIM + 1] = float2(depths0.y, depths1.y);
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#else
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#ifdef INTERLEAVE_RESULT
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float4 depths = DepthTex.Gather(samplerDepthTex, float3(QuadCenterUV, DTid.z));
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#else
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float4 depths = DepthTex.Gather(samplerDepthTex, QuadCenterUV);
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#endif
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int destIdx = GTid.x * 2 + GTid.y * 2 * TILE_DIM;
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DepthSamples[destIdx] = depths.w;
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DepthSamples[destIdx + 1] = depths.z;
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DepthSamples[destIdx + TILE_DIM] = depths.x;
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DepthSamples[destIdx + TILE_DIM + 1] = depths.y;
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#endif
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GroupMemoryBarrierWithGroupSync();
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#if WIDE_SAMPLING
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uint thisIdx = GTid.x + GTid.y * TILE_DIM + 8 * TILE_DIM + 8;
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#else
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uint thisIdx = GTid.x + GTid.y * TILE_DIM + 4 * TILE_DIM + 4;
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#endif
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#ifdef MSAA
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const float2 invThisDepth = float2(1.0 / DepthSamples[thisIdx].x, 1.0 / DepthSamples[thisIdx].y);
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float2 ao = 0.0;
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#else
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const float invThisDepth = 1.0 / DepthSamples[thisIdx];
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float ao = 0.0;
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#endif
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//#define SAMPLE_EXHAUSTIVELY
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#ifdef SAMPLE_EXHAUSTIVELY
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// 68 samples: sample all cells in *within* a circular radius of 5
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ao += gSampleWeightTable[0].x * TestSamples(thisIdx, 1, 0, invThisDepth, gInvThicknessTable[0].x);
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ao += gSampleWeightTable[0].y * TestSamples(thisIdx, 2, 0, invThisDepth, gInvThicknessTable[0].y);
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ao += gSampleWeightTable[0].z * TestSamples(thisIdx, 3, 0, invThisDepth, gInvThicknessTable[0].z);
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ao += gSampleWeightTable[0].w * TestSamples(thisIdx, 4, 0, invThisDepth, gInvThicknessTable[0].w);
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ao += gSampleWeightTable[1].x * TestSamples(thisIdx, 1, 1, invThisDepth, gInvThicknessTable[1].x);
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ao += gSampleWeightTable[2].x * TestSamples(thisIdx, 2, 2, invThisDepth, gInvThicknessTable[2].x);
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ao += gSampleWeightTable[2].w * TestSamples(thisIdx, 3, 3, invThisDepth, gInvThicknessTable[2].w);
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ao += gSampleWeightTable[1].y * TestSamples(thisIdx, 1, 2, invThisDepth, gInvThicknessTable[1].y);
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ao += gSampleWeightTable[1].z * TestSamples(thisIdx, 1, 3, invThisDepth, gInvThicknessTable[1].z);
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ao += gSampleWeightTable[1].w * TestSamples(thisIdx, 1, 4, invThisDepth, gInvThicknessTable[1].w);
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ao += gSampleWeightTable[2].y * TestSamples(thisIdx, 2, 3, invThisDepth, gInvThicknessTable[2].y);
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ao += gSampleWeightTable[2].z * TestSamples(thisIdx, 2, 4, invThisDepth, gInvThicknessTable[2].z);
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#else // SAMPLE_CHECKER
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// 36 samples: sample every-other cell in a checker board pattern
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ao += gSampleWeightTable[0].y * TestSamples(thisIdx, 2, 0, invThisDepth, gInvThicknessTable[0].y);
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ao += gSampleWeightTable[0].w * TestSamples(thisIdx, 4, 0, invThisDepth, gInvThicknessTable[0].w);
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ao += gSampleWeightTable[1].x * TestSamples(thisIdx, 1, 1, invThisDepth, gInvThicknessTable[1].x);
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ao += gSampleWeightTable[2].x * TestSamples(thisIdx, 2, 2, invThisDepth, gInvThicknessTable[2].x);
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ao += gSampleWeightTable[2].w * TestSamples(thisIdx, 3, 3, invThisDepth, gInvThicknessTable[2].w);
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ao += gSampleWeightTable[1].z * TestSamples(thisIdx, 1, 3, invThisDepth, gInvThicknessTable[1].z);
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ao += gSampleWeightTable[2].z * TestSamples(thisIdx, 2, 4, invThisDepth, gInvThicknessTable[2].z);
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#endif
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#ifdef INTERLEAVE_RESULT
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uint2 OutPixel = DTid.xy << 2 | uint2(DTid.z & 3, DTid.z >> 2);
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#else
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uint2 OutPixel = DTid.xy;
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#endif
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Occlusion[OutPixel] = lerp(1, ao, gIntensity);
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}
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#endif // DISABLE_COMPUTE_SHADERS
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