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"#include \"AtmosphereShadersCommon.fxh\"\n"
"\n"
"Texture2D<float2> 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"
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