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@ -125,6 +125,7 @@ SampleSet GetCurrentLumaBilinearSamples(FfxFloat32x2 fUv) |
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SampleSet fSet; |
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FFX_UNROLL |
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for (FfxInt32 iSampleIndex = 0; iSampleIndex < SHADING_CHANGE_SET_SIZE; iSampleIndex++) { |
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const FfxInt32x2 iSamplePos = ClampLoad(iBasePos, iSampleOffsets[iSampleIndex], RenderSize()); |
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fSet.fSamples[iSampleIndex] = LoadCurrentLuma(iSamplePos) * Exposure(); |
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@ -143,7 +144,7 @@ struct PreviousLumaBilinearSamplesData |
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PreviousLumaBilinearSamplesData GetPreviousLumaBilinearSamples(FfxFloat32x2 fUv, FfxFloat32x2 fMotionVector) |
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{ |
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PreviousLumaBilinearSamplesData data; |
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PreviousLumaBilinearSamplesData data = (PreviousLumaBilinearSamplesData)0; |
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const FfxFloat32x2 fUvJittered = fUv + PreviousFrameJitter() / PreviousFrameRenderSize(); |
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const FfxFloat32x2 fReprojectedUv = fUvJittered + fMotionVector; |
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@ -154,6 +155,7 @@ PreviousLumaBilinearSamplesData GetPreviousLumaBilinearSamples(FfxFloat32x2 fUv, |
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const FfxInt32x2 iBasePos = FfxInt32x2(floor(fReprojectedUv * PreviousFrameRenderSize())); |
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FFX_UNROLL |
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for (FfxInt32 iSampleIndex = 0; iSampleIndex < SHADING_CHANGE_SET_SIZE; iSampleIndex++) { |
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const FfxInt32x2 iSamplePos = ClampLoad(iBasePos, iSampleOffsets[iSampleIndex], PreviousFrameRenderSize()); |
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