#pragma kernel CS #pragma multi_compile_local __ FFX_HALF #pragma multi_compile_local __ FFX_FSR2_OPTION_REPROJECT_USE_LANCZOS_TYPE #pragma multi_compile_local __ FFX_FSR2_OPTION_HDR_COLOR_INPUT #pragma multi_compile_local __ FFX_FSR2_OPTION_LOW_RESOLUTION_MOTION_VECTORS #pragma multi_compile_local __ FFX_FSR2_OPTION_JITTERED_MOTION_VECTORS #pragma multi_compile_local __ FFX_FSR2_OPTION_INVERTED_DEPTH #pragma multi_compile_local __ FFX_FSR2_OPTION_APPLY_SHARPENING #define FFX_GPU // Compiling for GPU #define FFX_HLSL // Compile for plain HLSL #if SHADER_API_METAL #define InterlockedMin(dest, val) { (dest) = min((dest), (val)); } #define InterlockedMax(dest, val) { (dest) = max((dest), (val)); } #endif #include "shaders/ffx_fsr2_reconstruct_previous_depth_pass.hlsl"