@ -215,8 +215,8 @@ namespace ArmASR
commandBuffer.SetGlobalTexture(AsrShaderIDs.SrvDilatedDepth, AsrShaderIDs.UavDilatedDepth);
commandBuffer.SetGlobalTexture(AsrShaderIDs.SrvPrevDilatedMotionVectors, Resources.DilatedMotionVectors[frameIndex ^ 1]);
_mrt[0] = AsrShaderIDs.RtDilatedReactiveMasks; // fDilatedReactiveMasks
_mrt[1] = AsrShaderIDs.RtPreparedInputColor; // fTonemapped
_mrt[0] = AsrShaderIDs.RtPreparedInputColor; // fTonemapped
_mrt[1] = AsrShaderIDs.RtDilatedReactiveMasks; // fDilatedReactiveMasks
FragmentProperties.SetConstantBuffer(AsrShaderIDs.CbFsr2, Constants, 0, Constants.stride);
BlitFragment(commandBuffer, _mrt);
@ -52,8 +52,8 @@
struct DepthClipOutputsFS
{
FfxFloat32x2 fDilatedReactiveMasks : SV_TARGET0;
FfxFloat32x4 fTonemapped : SV_TARGET1;
FfxFloat32x4 fTonemapped : SV_TARGET0;
FfxFloat32x2 fDilatedReactiveMasks : SV_TARGET1;
};
DepthClipOutputsFS main(float4 SvPosition : SV_POSITION)
@ -61,7 +61,7 @@ DepthClipOutputsFS main(float4 SvPosition : SV_POSITION)
uint2 uPixelCoord = uint2(SvPosition.xy);
DepthClipOutputs result = DepthClip(uPixelCoord);
DepthClipOutputsFS output = (DepthClipOutputsFS)0;
output.fDilatedReactiveMasks = result.fDilatedReactiveMasks;
output.fTonemapped = result.fTonemapped;
return output;
}
@ -27,8 +27,8 @@
struct DepthClipOutputs
FfxFloat32x2 fDilatedReactiveMasks;
FfxFloat32x4 fTonemapped;
FFXM_STATIC const FfxFloat32 DepthClipBaseScale = 4.0f;