"#include \"AtmosphereShadersCommon.fxh\"\n" "\n" "Texture2D g_tex2DMinMaxLightSpaceDepth;\n" "\n" "cbuffer cbMiscDynamicParams\n" "{\n" " MiscDynamicParams g_MiscParams;\n" "}\n" "\n" "// 1D min max mip map is arranged as follows:\n" "//\n" "// g_MiscParams.ui4SrcDstMinMaxLevelOffset.x\n" "// |\n" "// | g_MiscParams.ui4SrcDstMinMaxLevelOffset.z\n" "// |_______|____ __\n" "// | | | |\n" "// | | | |\n" "// | | | |\n" "// | | | |\n" "// |_______|____|__|\n" "// |<----->|<-->|\n" "// | |\n" "// | uiMinMaxShadowMapResolution/\n" "// uiMinMaxShadowMapResolution/2\n" "// \n" "void ComputeMinMaxShadowMapLevelPS(in FullScreenTriangleVSOutput VSOut,\n" " out float2 f2MinMaxDepth : SV_Target)\n" "{\n" " uint2 uiDstSampleInd = uint2(VSOut.f4PixelPos.xy);\n" " uint2 uiSrcSample0Ind = uint2(g_MiscParams.ui4SrcDstMinMaxLevelOffset.x + (uiDstSampleInd.x - g_MiscParams.ui4SrcDstMinMaxLevelOffset.z)*2u, uiDstSampleInd.y);\n" " uint2 uiSrcSample1Ind = uiSrcSample0Ind + uint2(1,0);\n" " float2 f2MinMaxDepth0 = g_tex2DMinMaxLightSpaceDepth.Load( int3(uiSrcSample0Ind,0) ).xy;\n" " float2 f2MinMaxDepth1 = g_tex2DMinMaxLightSpaceDepth.Load( int3(uiSrcSample1Ind,0) ).xy;\n" "\n" " f2MinMaxDepth.x = min(f2MinMaxDepth0.x, f2MinMaxDepth1.x);\n" " f2MinMaxDepth.y = max(f2MinMaxDepth0.y, f2MinMaxDepth1.y);\n" "}\n"