"#include \"AtmosphereShadersCommon.fxh\"\n" "\n" "cbuffer cbPostProcessingAttribs\n" "{\n" " EpipolarLightScatteringAttribs g_PPAttribs;\n" "};\n" "\n" "Texture2D g_tex2DCoordinates;\n" "Texture2D g_tex2DInterpolationSource;\n" "\n" "struct VSOutput\n" "{\n" " float3 f3Color : COLOR;\n" " float2 f2PosXY : XY;\n" " float4 f4QuadCenterAndSize : QUAD_CENTER_SIZE;\n" "};\n" "\n" "void RenderSampleLocationsVS(in uint VertexID : SV_VertexID,\n" " in uint InstID : SV_InstanceID,\n" " out VSOutput VSOut,\n" " // IMPORTANT: non-system generated pixel shader input\n" " // arguments must have the exact same name as vertex shader \n" " // outputs and must go in the same order.\n" " // Moreover, even if the shader is not using the argument,\n" " // it still must be declared.\n" "\n" " out float4 f4PosPS : SV_Position)\n" "{\n" " uint2 CoordTexDim;\n" " g_tex2DCoordinates.GetDimensions(CoordTexDim.x, CoordTexDim.y);\n" " uint2 TexelIJ = uint2( InstID%CoordTexDim.x, InstID/CoordTexDim.x );\n" " float2 f2QuadCenterPos = g_tex2DCoordinates.Load(int3(TexelIJ,0));\n" "\n" " uint2 ui2InterpolationSources = g_tex2DInterpolationSource.Load( int3(TexelIJ,0) );\n" " bool bIsInterpolation = ui2InterpolationSources.x != ui2InterpolationSources.y;\n" "\n" " float2 f2QuadSize = (bIsInterpolation ? 2.0 : 4.0) * g_PPAttribs.f4ScreenResolution.zw;\n" " float4 MinMaxUV = float4(f2QuadCenterPos.x-f2QuadSize.x, f2QuadCenterPos.y - f2QuadSize.y, f2QuadCenterPos.x+f2QuadSize.x, f2QuadCenterPos.y + f2QuadSize.y);\n" " \n" " float3 f3Color = bIsInterpolation ? float3(0.5,0.0,0.0) : float3(1.0,0.0,0.0);\n" " float4 Verts[4];\n" " Verts[0] = float4(MinMaxUV.xy, 1.0, 1.0);\n" " Verts[1] = float4(MinMaxUV.xw, 1.0, 1.0);\n" " Verts[2] = float4(MinMaxUV.zy, 1.0, 1.0);\n" " Verts[3] = float4(MinMaxUV.zw, 1.0, 1.0);\n" "\n" " f4PosPS = Verts[VertexID];\n" " VSOut.f2PosXY = Verts[VertexID].xy;\n" " VSOut.f3Color = f3Color;\n" " VSOut.f4QuadCenterAndSize = float4(f2QuadCenterPos, f2QuadSize);\n" "}\n" "\n" "\n" "void RenderSampleLocationsPS(in VSOutput VSOut,\n" " out float4 f4Color : SV_Target)\n" "{\n" " f4Color = float4(VSOut.f3Color, 1.0 - pow( length( (VSOut.f2PosXY - VSOut.f4QuadCenterAndSize.xy) / VSOut.f4QuadCenterAndSize.zw),4.0) );\n" "}\n"