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@ -114,7 +114,7 @@ void InitPassData(FfxInt32x2 iPxHrPos, FFX_PARAMETER_INOUT AccumulationPassCommo |
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params.fMotionVector = GetMotionVector(iPxHrPos, fHrUv); |
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params.fMotionVector = GetMotionVector(iPxHrPos, fHrUv); |
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params.f4KVelocity = Get4KVelocity(params.fMotionVector); |
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params.f4KVelocity = Get4KVelocity(params.fMotionVector); |
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ComputeReprojectedUVs(params); |
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ComputeReprojectedUVs(params, params.fReprojectedHrUv, params.bIsExistingSample); |
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const FfxFloat32x2 fLumaInstabilityUv_HW = ClampUv(fHrUv, RenderSize(), MaxRenderSize()); |
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const FfxFloat32x2 fLumaInstabilityUv_HW = ClampUv(fHrUv, RenderSize(), MaxRenderSize()); |
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params.fLumaInstabilityFactor = SampleLumaInstability(fLumaInstabilityUv_HW); |
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params.fLumaInstabilityFactor = SampleLumaInstability(fLumaInstabilityUv_HW); |
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@ -131,6 +131,7 @@ void InitPassData(FfxInt32x2 iPxHrPos, FFX_PARAMETER_INOUT AccumulationPassCommo |
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params.fAccumulation *= FfxFloat32(round(params.fAccumulation * 100.0f) > 1.0f); |
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params.fAccumulation *= FfxFloat32(round(params.fAccumulation * 100.0f) > 1.0f); |
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// Init variable data |
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// Init variable data |
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data = (AccumulationPassData)0; |
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data.fUpsampledColor = FfxFloat32x3(0.0f, 0.0f, 0.0f); |
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data.fUpsampledColor = FfxFloat32x3(0.0f, 0.0f, 0.0f); |
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data.fHistoryColor = FfxFloat32x3(0.0f, 0.0f, 0.0f); |
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data.fHistoryColor = FfxFloat32x3(0.0f, 0.0f, 0.0f); |
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data.fHistoryWeight = 1.0f; |
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data.fHistoryWeight = 1.0f; |
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