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@ -38,16 +38,16 @@ void CS(uint3 gl_GlobalInvocationID : SV_DispatchThreadID) |
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float4 bottomLeft = GATHER_RED_TEXTURE2D_X(InputDepth, S_POINT_CLAMP, (gatherCoord+v12)); |
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float2 v14 = float2(ViewportSizeInverse.x*2.0, ViewportSizeInverse.y*2.0); |
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float4 bottomRight = GATHER_RED_TEXTURE2D_X(InputDepth, S_POINT_CLAMP, (gatherCoord+v14)); |
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float maxC = max(max(max(topleft.y,topRight.x),bottomLeft.z),bottomRight.w); |
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float topleft4 = max(max(max(topleft.y,topleft.x),topleft.z),topleft.w); |
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float topLeftMax9 = max(bottomLeft.w,max(max(maxC,topleft4),topRight.w)); |
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float maxC = DEPTH_NEAREST(DEPTH_NEAREST(DEPTH_NEAREST(topleft.y,topRight.x),bottomLeft.z),bottomRight.w); |
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float topleft4 = DEPTH_NEAREST(DEPTH_NEAREST(DEPTH_NEAREST(topleft.y,topleft.x),topleft.z),topleft.w); |
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float topLeftMax9 = DEPTH_NEAREST(bottomLeft.w,DEPTH_NEAREST(DEPTH_NEAREST(maxC,topleft4),topRight.w)); |
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float depthclip = 0.0; |
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if (maxC > 1.0e-05f) |
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if (DEPTH_CLIP(maxC)) |
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{ |
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float topRight4 = max(max(max(topRight.y,topRight.x),topRight.z),topRight.w); |
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float bottomLeft4 = max(max(max(bottomLeft.y,bottomLeft.x),bottomLeft.z),bottomLeft.w); |
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float bottomRight4 = max(max(max(bottomRight.y,bottomRight.x),bottomRight.z),bottomRight.w); |
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float topRight4 = DEPTH_NEAREST(DEPTH_NEAREST(DEPTH_NEAREST(topRight.y,topRight.x),topRight.z),topRight.w); |
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float bottomLeft4 = DEPTH_NEAREST(DEPTH_NEAREST(DEPTH_NEAREST(bottomLeft.y,bottomLeft.x),bottomLeft.z),bottomLeft.w); |
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float bottomRight4 = DEPTH_NEAREST(DEPTH_NEAREST(DEPTH_NEAREST(bottomRight.y,bottomRight.x),bottomRight.z),bottomRight.w); |
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float Wdepth = 0.0; |
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float Ksep = 1.37e-05f; |
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