godot/thirdparty/amd-fsr2/shaders/ffx_fsr2_rcas_pass.glsl

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// This file is part of the FidelityFX SDK.
//
// Copyright (c) 2022-2023 Advanced Micro Devices, Inc. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#extension GL_GOOGLE_include_directive : require
#extension GL_EXT_samplerless_texture_functions : require
// Needed for rw_upscaled_output declaration
#extension GL_EXT_shader_image_load_formatted : require
#define FSR2_BIND_SRV_INPUT_EXPOSURE 0
#define FSR2_BIND_SRV_RCAS_INPUT 1
#define FSR2_BIND_UAV_UPSCALED_OUTPUT 2
#define FSR2_BIND_CB_FSR2 3
#define FSR2_BIND_CB_RCAS 4
#include "ffx_fsr2_callbacks_glsl.h"
#include "ffx_fsr2_common.h"
//Move to prototype shader!
#if defined(FSR2_BIND_CB_RCAS)
layout (set = 1, binding = FSR2_BIND_CB_RCAS, std140) uniform cbRCAS_t
{
uvec4 rcasConfig;
} cbRCAS;
uvec4 RCASConfig()
{
return cbRCAS.rcasConfig;
}
#else
uvec4 RCASConfig()
{
return uvec4(0);
}
#endif
vec4 LoadRCAS_Input(FfxInt32x2 iPxPos)
{
return texelFetch(r_rcas_input, iPxPos, 0);
}
#include "ffx_fsr2_rcas.h"
#ifndef FFX_FSR2_THREAD_GROUP_WIDTH
#define FFX_FSR2_THREAD_GROUP_WIDTH 64
#endif // #ifndef FFX_FSR2_THREAD_GROUP_WIDTH
#ifndef FFX_FSR2_THREAD_GROUP_HEIGHT
#define FFX_FSR2_THREAD_GROUP_HEIGHT 1
#endif // #ifndef FFX_FSR2_THREAD_GROUP_HEIGHT
#ifndef FFX_FSR2_THREAD_GROUP_DEPTH
#define FFX_FSR2_THREAD_GROUP_DEPTH 1
#endif // #ifndef FFX_FSR2_THREAD_GROUP_DEPTH
#ifndef FFX_FSR2_NUM_THREADS
#define FFX_FSR2_NUM_THREADS layout (local_size_x = FFX_FSR2_THREAD_GROUP_WIDTH, local_size_y = FFX_FSR2_THREAD_GROUP_HEIGHT, local_size_z = FFX_FSR2_THREAD_GROUP_DEPTH) in;
#endif // #ifndef FFX_FSR2_NUM_THREADS
FFX_FSR2_NUM_THREADS
void main()
{
RCAS(gl_LocalInvocationID.xyz, gl_WorkGroupID.xyz, gl_GlobalInvocationID.xyz);
}