// 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 #define FSR2_BIND_SRV_INPUT_OPAQUE_ONLY 0 #define FSR2_BIND_SRV_INPUT_COLOR 1 #define FSR2_BIND_UAV_AUTOREACTIVE 2 #define FSR2_BIND_CB_REACTIVE 3 #define FSR2_BIND_CB_FSR2 4 #include "ffx_fsr2_callbacks_glsl.h" #include "ffx_fsr2_common.h" // layout (set = 1, binding = FSR2_BIND_SRV_PRE_ALPHA_COLOR) uniform texture2D r_input_color_pre_alpha; // layout (set = 1, binding = FSR2_BIND_SRV_POST_ALPHA_COLOR) uniform texture2D r_input_color_post_alpha; // layout (set = 1, binding = FSR2_BIND_UAV_REACTIVE, r8) uniform image2D rw_output_reactive_mask; #ifndef FFX_FSR2_THREAD_GROUP_WIDTH #define FFX_FSR2_THREAD_GROUP_WIDTH 8 #endif // #ifndef FFX_FSR2_THREAD_GROUP_WIDTH #ifndef FFX_FSR2_THREAD_GROUP_HEIGHT #define FFX_FSR2_THREAD_GROUP_HEIGHT 8 #endif // 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 #if defined(FSR2_BIND_CB_REACTIVE) layout (set = 1, binding = FSR2_BIND_CB_REACTIVE, std140) uniform cbGenerateReactive_t { float scale; float threshold; float binaryValue; uint flags; } cbGenerateReactive; #endif FFX_FSR2_NUM_THREADS void main() { FfxUInt32x2 uDispatchThreadId = gl_GlobalInvocationID.xy; FfxFloat32x3 ColorPreAlpha = LoadOpaqueOnly(FFX_MIN16_I2(uDispatchThreadId)).rgb; FfxFloat32x3 ColorPostAlpha = LoadInputColor(FFX_MIN16_I2(uDispatchThreadId)).rgb; if ((cbGenerateReactive.flags & FFX_FSR2_AUTOREACTIVEFLAGS_APPLY_TONEMAP) != 0) { ColorPreAlpha = Tonemap(ColorPreAlpha); ColorPostAlpha = Tonemap(ColorPostAlpha); } if ((cbGenerateReactive.flags & FFX_FSR2_AUTOREACTIVEFLAGS_APPLY_INVERSETONEMAP) != 0) { ColorPreAlpha = InverseTonemap(ColorPreAlpha); ColorPostAlpha = InverseTonemap(ColorPostAlpha); } FfxFloat32 out_reactive_value = 0.f; FfxFloat32x3 delta = abs(ColorPostAlpha - ColorPreAlpha); out_reactive_value = ((cbGenerateReactive.flags & FFX_FSR2_AUTOREACTIVEFLAGS_USE_COMPONENTS_MAX)!=0) ? max(delta.x, max(delta.y, delta.z)) : length(delta); out_reactive_value *= cbGenerateReactive.scale; out_reactive_value = ((cbGenerateReactive.flags & FFX_FSR2_AUTOREACTIVEFLAGS_APPLY_THRESHOLD)!=0) ? ((out_reactive_value < cbGenerateReactive.threshold) ? 0 : cbGenerateReactive.binaryValue) : out_reactive_value; imageStore(rw_output_autoreactive, FfxInt32x2(uDispatchThreadId), vec4(out_reactive_value)); }