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| author | Egor Yusov <egor.yusov@gmail.com> | 2019-02-13 02:10:31 +0000 |
|---|---|---|
| committer | Egor Yusov <egor.yusov@gmail.com> | 2019-02-13 02:10:31 +0000 |
| commit | 3aecab07971c17e18e71e3be904a59bf7945219d (patch) | |
| tree | 88b51085587fb5a958b3adff98c0dec2df740ac9 /Shaders/PostProcess | |
| parent | Refactored rendring techniques in light scattering implementation (diff) | |
| download | DiligentFX-3aecab07971c17e18e71e3be904a59bf7945219d.tar.gz DiligentFX-3aecab07971c17e18e71e3be904a59bf7945219d.zip | |
Reworked SRB management in epipolar light scattering pp effect
Diffstat (limited to 'Shaders/PostProcess')
4 files changed, 4 insertions, 11 deletions
diff --git a/Shaders/PostProcess/EpipolarLightScattering/private/RenderCoordinateTexture.fx b/Shaders/PostProcess/EpipolarLightScattering/private/RenderCoordinateTexture.fx index 183eaa5..351f3f6 100644 --- a/Shaders/PostProcess/EpipolarLightScattering/private/RenderCoordinateTexture.fx +++ b/Shaders/PostProcess/EpipolarLightScattering/private/RenderCoordinateTexture.fx @@ -1,6 +1,3 @@ -// RenderCoordinateTexture.fx -// Renders coordinate texture - #include "AtmosphereShadersCommon.fxh" Texture2D<float> g_tex2DCamSpaceZ; @@ -13,7 +10,7 @@ void GenerateCoordinateTexturePS(FullScreenTriangleVSOutput VSOut, // arguments must have the exact same name as vertex shader // outputs and must go in the same order. - out float2 f2XY : SV_Target0, + out float2 f2XY : SV_Target0, out float fCamSpaceZ : SV_Target1) { @@ -22,7 +19,7 @@ void GenerateCoordinateTexturePS(FullScreenTriangleVSOutput VSOut, // If slice entry point is outside [-1,1]x[-1,1] area, the slice is completely invisible // and we can skip it from further processing. // Note that slice exit point can lie outside the screen, if sample locations are optimized - if( !IsValidScreenLocation(f4SliceEndPoints.xy) ) + if (!IsValidScreenLocation(f4SliceEndPoints.xy)) { // Discard invalid slices // Such slices will not be marked in the stencil and as a result will always be skipped @@ -47,7 +44,7 @@ void GenerateCoordinateTexturePS(FullScreenTriangleVSOutput VSOut, // Compute interpolated position between entry and exit points: f2XY = lerp(f4SliceEndPoints.xy, f4SliceEndPoints.zw, fSamplePosOnEpipolarLine); - if( !IsValidScreenLocation(f2XY) ) + if (!IsValidScreenLocation(f2XY)) { // Discard pixels that fall behind the screen // This can happen if slice exit point was optimized diff --git a/Shaders/PostProcess/EpipolarLightScattering/private/RenderSampling.fx b/Shaders/PostProcess/EpipolarLightScattering/private/RenderSampling.fx index 12494f0..dc7d0e0 100644 --- a/Shaders/PostProcess/EpipolarLightScattering/private/RenderSampling.fx +++ b/Shaders/PostProcess/EpipolarLightScattering/private/RenderSampling.fx @@ -11,7 +11,7 @@ struct VSOutput }; void RenderSampleLocationsVS(in uint VertexID : SV_VertexID, - in uint InstID : SV_InstanceID, + in uint InstID : SV_InstanceID, out VSOutput VSOut, // IMPORTANT: non-system generated pixel shader input // arguments must have the exact same name as vertex shader diff --git a/Shaders/PostProcess/EpipolarLightScattering/private/precompute/PrecomputeNetDensityToAtmTop.fx b/Shaders/PostProcess/EpipolarLightScattering/private/precompute/PrecomputeNetDensityToAtmTop.fx index 460194f..56685a6 100644 --- a/Shaders/PostProcess/EpipolarLightScattering/private/precompute/PrecomputeNetDensityToAtmTop.fx +++ b/Shaders/PostProcess/EpipolarLightScattering/private/precompute/PrecomputeNetDensityToAtmTop.fx @@ -1,5 +1,3 @@ -// Precomputes optical depth - #include "AtmosphereShadersCommon.fxh" diff --git a/Shaders/PostProcess/EpipolarLightScattering/private/precompute/PrecomputeSingleScattering.fx b/Shaders/PostProcess/EpipolarLightScattering/private/precompute/PrecomputeSingleScattering.fx index e65ea52..e377de1 100644 --- a/Shaders/PostProcess/EpipolarLightScattering/private/precompute/PrecomputeSingleScattering.fx +++ b/Shaders/PostProcess/EpipolarLightScattering/private/precompute/PrecomputeSingleScattering.fx @@ -1,5 +1,3 @@ -// Precomputes single scattering - #include "AtmosphereShadersCommon.fxh" #ifndef THREAD_GROUP_SIZE |
