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authorEgor Yusov <egor.yusov@gmail.com>2019-02-13 02:10:31 +0000
committerEgor Yusov <egor.yusov@gmail.com>2019-02-13 02:10:31 +0000
commit3aecab07971c17e18e71e3be904a59bf7945219d (patch)
tree88b51085587fb5a958b3adff98c0dec2df740ac9 /Shaders/PostProcess
parentRefactored rendring techniques in light scattering implementation (diff)
downloadDiligentFX-3aecab07971c17e18e71e3be904a59bf7945219d.tar.gz
DiligentFX-3aecab07971c17e18e71e3be904a59bf7945219d.zip
Reworked SRB management in epipolar light scattering pp effect
Diffstat (limited to 'Shaders/PostProcess')
-rw-r--r--Shaders/PostProcess/EpipolarLightScattering/private/RenderCoordinateTexture.fx9
-rw-r--r--Shaders/PostProcess/EpipolarLightScattering/private/RenderSampling.fx2
-rw-r--r--Shaders/PostProcess/EpipolarLightScattering/private/precompute/PrecomputeNetDensityToAtmTop.fx2
-rw-r--r--Shaders/PostProcess/EpipolarLightScattering/private/precompute/PrecomputeSingleScattering.fx2
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