diff --git a/Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/ffxm_fsr2_fs.shader b/Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/ffxm_fsr2_fs.shader new file mode 100644 index 0000000..615bdae --- /dev/null +++ b/Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/ffxm_fsr2_fs.shader @@ -0,0 +1,23 @@ +Shader "TND/ASR/ffx_fsr2_fs" +{ + SubShader + { + Cull Off ZWrite Off ZTest Always + + Pass + { + Name "Accumulate" + + HLSLPROGRAM + #pragma vertex VertMain + #pragma fragment main + #pragma target 4.5 + #pragma enable_d3d11_debug_symbols + + #include "shaders/ffxm_fsr2_vs.hlsl" + #include "shaders/ffxm_fsr2_accumulate_pass_fs.hlsl" + + ENDHLSL + } + } +} diff --git a/Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/ffxm_fsr2_fs.shader.meta b/Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/ffxm_fsr2_fs.shader.meta new file mode 100644 index 0000000..256f8a3 --- /dev/null +++ b/Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/ffxm_fsr2_fs.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 147cc2cffac69ef4eb3ea8addafc9d10 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/shaders/ffxm_fsr2_accumulate_pass_fs.hlsl b/Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/shaders/ffxm_fsr2_accumulate_pass_fs.hlsl index 581eecf..7f78bbb 100644 --- a/Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/shaders/ffxm_fsr2_accumulate_pass_fs.hlsl +++ b/Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/shaders/ffxm_fsr2_accumulate_pass_fs.hlsl @@ -59,11 +59,6 @@ #include "fsr2/ffxm_fsr2_reproject.h" #include "fsr2/ffxm_fsr2_accumulate.h" -struct VertexOut -{ - float4 position : SV_POSITION; -}; - struct AccumulateOutputsFS { #if !FFXM_SHADER_QUALITY_BALANCED_OR_PERFORMANCE diff --git a/Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/shaders/ffxm_fsr2_vs.hlsl b/Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/shaders/ffxm_fsr2_vs.hlsl index d657150..edb6a70 100644 --- a/Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/shaders/ffxm_fsr2_vs.hlsl +++ b/Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/shaders/ffxm_fsr2_vs.hlsl @@ -32,15 +32,12 @@ #define FSR2_BIND_CB_FSR2 0 -#include "fsr2/ffxm_fsr2_callbacks_hlsl.h" -#include "fsr2/ffxm_fsr2_common.h" - struct VertexOut { float4 position : SV_POSITION; }; -VertexOut main(uint uVertexId : SV_VERTEXID) +VertexOut VertMain(uint uVertexId : SV_VERTEXID) { VertexOut output; float2 uv = float2(uVertexId & 1, uVertexId >> 1) * 2.0; diff --git a/Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/shaders/fsr2/ffxm_fsr2_accumulate.h b/Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/shaders/fsr2/ffxm_fsr2_accumulate.h index 3cd15ae..cb2ab5f 100644 --- a/Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/shaders/fsr2/ffxm_fsr2_accumulate.h +++ b/Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/shaders/fsr2/ffxm_fsr2_accumulate.h @@ -244,6 +244,8 @@ FfxFloat32 ComputeTemporalReactiveFactor(const AccumulationPassCommonParams para void initReactiveMaskFactors(FFXM_PARAMETER_INOUT AccumulationPassCommonParams params) { + params = (AccumulationPassCommonParams)0; + const FFXM_MIN16_F2 fDilatedReactiveMasks = FFXM_MIN16_F2(SampleDilatedReactiveMasks(params.fLrUv_HwSampler)); params.fDilatedReactiveFactor = fDilatedReactiveMasks.x; params.fAccumulationMask = fDilatedReactiveMasks.y; diff --git a/Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/shaders/fsr2/ffxm_fsr2_callbacks_hlsl.h b/Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/shaders/fsr2/ffxm_fsr2_callbacks_hlsl.h index 7a0ba61..649fb78 100644 --- a/Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/shaders/fsr2/ffxm_fsr2_callbacks_hlsl.h +++ b/Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/shaders/fsr2/ffxm_fsr2_callbacks_hlsl.h @@ -19,14 +19,14 @@ // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE // SOFTWARE. -#include "./fsr2/ffxm_fsr2_resources.h" +#include "./ffxm_fsr2_resources.h" #if defined(FFXM_GPU) #ifdef __hlsl_dx_compiler #pragma dxc diagnostic push #pragma dxc diagnostic ignored "-Wambig-lit-shift" #endif //__hlsl_dx_compiler -#include "./ffxm_core.h" +#include "../ffxm_core.h" #ifdef __hlsl_dx_compiler #pragma dxc diagnostic pop #endif //__hlsl_dx_compiler @@ -57,7 +57,7 @@ #endif #if defined(FSR2_BIND_CB_FSR2) - [[vk::binding(FSR2_BIND_CB_FSR2 + SET_0_CB_START, 0)]] cbuffer cbFSR2 : FFXM_FSR2_DECLARE_CB(FSR2_BIND_CB_FSR2) + cbuffer cbFSR2 : FFXM_FSR2_DECLARE_CB(FSR2_BIND_CB_FSR2) { FfxInt32x2 iRenderSize; FfxInt32x2 iMaxRenderSize; @@ -225,7 +225,7 @@ FfxFloat32 ViewSpaceToMetersFactor() #endif // #if FFXM_FSR2_EMBED_ROOTSIG #if defined(FSR2_BIND_CB_RCAS) -[[vk::binding(FSR2_BIND_CB_RCAS + SET_0_CB_START, 0)]] cbuffer cbRCAS : FFXM_FSR2_DECLARE_CB(FSR2_BIND_CB_RCAS) +cbuffer cbRCAS : FFXM_FSR2_DECLARE_CB(FSR2_BIND_CB_RCAS) { FfxUInt32x4 rcasConfig; }; @@ -238,7 +238,7 @@ FfxUInt32x4 RCASConfig() #if defined(FSR2_BIND_CB_REACTIVE) -[[vk::binding(FSR2_BIND_CB_REACTIVE + SET_0_CB_START, 0)]] cbuffer cbGenerateReactive : FFXM_FSR2_DECLARE_CB(FSR2_BIND_CB_REACTIVE) +cbuffer cbGenerateReactive : FFXM_FSR2_DECLARE_CB(FSR2_BIND_CB_REACTIVE) { FfxFloat32 gen_reactive_scale; FfxFloat32 gen_reactive_threshold; @@ -268,7 +268,7 @@ FfxUInt32 GenReactiveFlags() #endif // #if defined(FSR2_BIND_CB_REACTIVE) #if defined(FSR2_BIND_CB_SPD) -[[vk::binding(FSR2_BIND_CB_SPD + SET_0_CB_START, 0)]] cbuffer cbSPD : FFXM_FSR2_DECLARE_CB(FSR2_BIND_CB_SPD) { +cbuffer cbSPD : FFXM_FSR2_DECLARE_CB(FSR2_BIND_CB_SPD) { FfxUInt32 mips; FfxUInt32 numWorkGroups; @@ -297,136 +297,136 @@ FfxUInt32x2 SPD_RenderSize() } #endif // #if defined(FSR2_BIND_CB_SPD) -[[vk::binding(0, 0)]] SamplerState s_PointClamp : register(s0); -[[vk::binding(1, 0)]] SamplerState s_LinearClamp : register(s1); +SamplerState s_PointClamp : register(s0); +SamplerState s_LinearClamp : register(s1); // SRVs #if defined FSR2_BIND_SRV_INPUT_COLOR - [[vk::binding(FSR2_BIND_SRV_INPUT_COLOR, 1)]] Texture2D r_input_color_jittered : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_INPUT_COLOR); + Texture2D r_input_color_jittered : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_INPUT_COLOR); #endif #if defined FSR2_BIND_SRV_INPUT_OPAQUE_ONLY - [[vk::binding(FSR2_BIND_SRV_INPUT_OPAQUE_ONLY, 1)]] Texture2D r_input_opaque_only : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_INPUT_OPAQUE_ONLY); + Texture2D r_input_opaque_only : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_INPUT_OPAQUE_ONLY); #endif #if defined FSR2_BIND_SRV_INPUT_MOTION_VECTORS - [[vk::binding(FSR2_BIND_SRV_INPUT_MOTION_VECTORS, 1)]] Texture2D r_input_motion_vectors : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_INPUT_MOTION_VECTORS); + Texture2D r_input_motion_vectors : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_INPUT_MOTION_VECTORS); #endif #if defined FSR2_BIND_SRV_INPUT_DEPTH - [[vk::binding(FSR2_BIND_SRV_INPUT_DEPTH, 1)]] Texture2D r_input_depth : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_INPUT_DEPTH); + Texture2D r_input_depth : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_INPUT_DEPTH); #endif #if defined FSR2_BIND_SRV_INPUT_EXPOSURE - [[vk::binding(FSR2_BIND_SRV_INPUT_EXPOSURE, 1)]] Texture2D r_input_exposure : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_INPUT_EXPOSURE); + Texture2D r_input_exposure : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_INPUT_EXPOSURE); #endif #if defined FSR2_BIND_SRV_AUTO_EXPOSURE - [[vk::binding(FSR2_BIND_SRV_AUTO_EXPOSURE, 1)]] Texture2D r_auto_exposure : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_AUTO_EXPOSURE); + Texture2D r_auto_exposure : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_AUTO_EXPOSURE); #endif #if defined FSR2_BIND_SRV_REACTIVE_MASK - [[vk::binding(FSR2_BIND_SRV_REACTIVE_MASK, 1)]] Texture2D r_reactive_mask : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_REACTIVE_MASK); + Texture2D r_reactive_mask : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_REACTIVE_MASK); #endif #if defined FSR2_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK - [[vk::binding(FSR2_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK, 1)]] Texture2D r_transparency_and_composition_mask : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK); + Texture2D r_transparency_and_composition_mask : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK); #endif #if defined FSR2_BIND_SRV_RECONSTRUCTED_PREV_NEAREST_DEPTH - [[vk::binding(FSR2_BIND_SRV_RECONSTRUCTED_PREV_NEAREST_DEPTH, 1)]] Texture2D r_reconstructed_previous_nearest_depth : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_RECONSTRUCTED_PREV_NEAREST_DEPTH); + Texture2D r_reconstructed_previous_nearest_depth : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_RECONSTRUCTED_PREV_NEAREST_DEPTH); #endif #if defined FSR2_BIND_SRV_DILATED_MOTION_VECTORS - [[vk::binding(FSR2_BIND_SRV_DILATED_MOTION_VECTORS, 1)]] Texture2D r_dilated_motion_vectors : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_DILATED_MOTION_VECTORS); + Texture2D r_dilated_motion_vectors : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_DILATED_MOTION_VECTORS); #endif #if defined FSR2_BIND_SRV_PREVIOUS_DILATED_MOTION_VECTORS - [[vk::binding(FSR2_BIND_SRV_PREVIOUS_DILATED_MOTION_VECTORS, 1)]] Texture2D r_previous_dilated_motion_vectors : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_PREVIOUS_DILATED_MOTION_VECTORS); + Texture2D r_previous_dilated_motion_vectors : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_PREVIOUS_DILATED_MOTION_VECTORS); #endif #if defined FSR2_BIND_SRV_DILATED_DEPTH - [[vk::binding(FSR2_BIND_SRV_DILATED_DEPTH, 1)]] Texture2D r_dilatedDepth : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_DILATED_DEPTH); + Texture2D r_dilatedDepth : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_DILATED_DEPTH); #endif #if defined FSR2_BIND_SRV_INTERNAL_UPSCALED - [[vk::binding(FSR2_BIND_SRV_INTERNAL_UPSCALED, 1)]] Texture2D r_internal_upscaled_color : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_INTERNAL_UPSCALED); + Texture2D r_internal_upscaled_color : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_INTERNAL_UPSCALED); #endif #if defined FSR2_BIND_SRV_LOCK_STATUS - [[vk::binding(FSR2_BIND_SRV_LOCK_STATUS, 1)]] Texture2D r_lock_status : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_LOCK_STATUS); + Texture2D r_lock_status : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_LOCK_STATUS); #endif #if defined FSR2_BIND_SRV_LOCK_INPUT_LUMA - [[vk::binding(FSR2_BIND_SRV_LOCK_INPUT_LUMA, 1)]] Texture2D r_lock_input_luma : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_LOCK_INPUT_LUMA); + Texture2D r_lock_input_luma : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_LOCK_INPUT_LUMA); #endif #if defined FSR2_BIND_SRV_NEW_LOCKS - [[vk::binding(FSR2_BIND_SRV_NEW_LOCKS, 1)]] Texture2D r_new_locks : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_NEW_LOCKS); + Texture2D r_new_locks : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_NEW_LOCKS); #endif #if defined FSR2_BIND_SRV_PREPARED_INPUT_COLOR - [[vk::binding(FSR2_BIND_SRV_PREPARED_INPUT_COLOR, 1)]] Texture2D r_prepared_input_color : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_PREPARED_INPUT_COLOR); + Texture2D r_prepared_input_color : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_PREPARED_INPUT_COLOR); #endif #if defined FSR2_BIND_SRV_LUMA_HISTORY - [[vk::binding(FSR2_BIND_SRV_LUMA_HISTORY, 1)]] Texture2D r_luma_history : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_LUMA_HISTORY); + Texture2D r_luma_history : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_LUMA_HISTORY); #endif #if defined FSR2_BIND_SRV_RCAS_INPUT - [[vk::binding(FSR2_BIND_SRV_RCAS_INPUT, 1)]] Texture2D r_rcas_input : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_RCAS_INPUT); + Texture2D r_rcas_input : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_RCAS_INPUT); #endif #if defined FSR2_BIND_SRV_LANCZOS_LUT - [[vk::binding(FSR2_BIND_SRV_LANCZOS_LUT, 1)]] Texture2D r_lanczos_lut : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_LANCZOS_LUT); + Texture2D r_lanczos_lut : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_LANCZOS_LUT); #endif #if defined FSR2_BIND_SRV_SCENE_LUMINANCE_MIPS - [[vk::binding(FSR2_BIND_SRV_SCENE_LUMINANCE_MIPS, 1)]] Texture2D r_imgMips : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_SCENE_LUMINANCE_MIPS); + Texture2D r_imgMips : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_SCENE_LUMINANCE_MIPS); #endif #if defined FSR2_BIND_SRV_UPSCALE_MAXIMUM_BIAS_LUT - [[vk::binding(FSR2_BIND_SRV_UPSCALE_MAXIMUM_BIAS_LUT, 1)]] Texture2D r_upsample_maximum_bias_lut : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_UPSCALE_MAXIMUM_BIAS_LUT); + Texture2D r_upsample_maximum_bias_lut : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_UPSCALE_MAXIMUM_BIAS_LUT); #endif #if defined FSR2_BIND_SRV_DILATED_REACTIVE_MASKS - [[vk::binding(FSR2_BIND_SRV_DILATED_REACTIVE_MASKS, 1)]] Texture2D r_dilated_reactive_masks : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_DILATED_REACTIVE_MASKS); + Texture2D r_dilated_reactive_masks : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_DILATED_REACTIVE_MASKS); #endif #if defined FSR2_BIND_SRV_TEMPORAL_REACTIVE - [[vk::binding(FSR2_BIND_SRV_TEMPORAL_REACTIVE, 1)]] Texture2D r_internal_temporal_reactive : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_TEMPORAL_REACTIVE); + Texture2D r_internal_temporal_reactive : FFXM_FSR2_DECLARE_SRV(FSR2_BIND_SRV_TEMPORAL_REACTIVE); #endif // UAV declarations #if defined FSR2_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH - [[vk::binding(FSR2_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH, 1)]] RWTexture2D rw_reconstructed_previous_nearest_depth : FFXM_FSR2_DECLARE_UAV(FSR2_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH); + RWTexture2D rw_reconstructed_previous_nearest_depth : FFXM_FSR2_DECLARE_UAV(FSR2_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH); #endif #if defined FSR2_BIND_UAV_DILATED_MOTION_VECTORS - [[vk::binding(FSR2_BIND_UAV_DILATED_MOTION_VECTORS, 1)]] RWTexture2D rw_dilated_motion_vectors : FFXM_FSR2_DECLARE_UAV(FSR2_BIND_UAV_DILATED_MOTION_VECTORS); + RWTexture2D rw_dilated_motion_vectors : FFXM_FSR2_DECLARE_UAV(FSR2_BIND_UAV_DILATED_MOTION_VECTORS); #endif #if defined FSR2_BIND_UAV_DILATED_DEPTH - [[vk::binding(FSR2_BIND_UAV_DILATED_DEPTH, 1)]] RWTexture2D rw_dilatedDepth : FFXM_FSR2_DECLARE_UAV(FSR2_BIND_UAV_DILATED_DEPTH); + RWTexture2D rw_dilatedDepth : FFXM_FSR2_DECLARE_UAV(FSR2_BIND_UAV_DILATED_DEPTH); #endif #if defined FSR2_BIND_UAV_INTERNAL_UPSCALED - [[vk::binding(FSR2_BIND_UAV_INTERNAL_UPSCALED, 1)]] RWTexture2D rw_internal_upscaled_color : FFXM_FSR2_DECLARE_UAV(FSR2_BIND_UAV_INTERNAL_UPSCALED); + RWTexture2D rw_internal_upscaled_color : FFXM_FSR2_DECLARE_UAV(FSR2_BIND_UAV_INTERNAL_UPSCALED); #endif #if defined FSR2_BIND_UAV_LOCK_STATUS - [[vk::binding(FSR2_BIND_UAV_LOCK_STATUS, 1)]] RWTexture2D rw_lock_status : FFXM_FSR2_DECLARE_UAV(FSR2_BIND_UAV_LOCK_STATUS); + RWTexture2D rw_lock_status : FFXM_FSR2_DECLARE_UAV(FSR2_BIND_UAV_LOCK_STATUS); #endif #if defined FSR2_BIND_UAV_LOCK_INPUT_LUMA - [[vk::binding(FSR2_BIND_UAV_LOCK_INPUT_LUMA, 1)]] RWTexture2D rw_lock_input_luma : FFXM_FSR2_DECLARE_UAV(FSR2_BIND_UAV_LOCK_INPUT_LUMA); + RWTexture2D rw_lock_input_luma : FFXM_FSR2_DECLARE_UAV(FSR2_BIND_UAV_LOCK_INPUT_LUMA); #endif #if defined FSR2_BIND_UAV_NEW_LOCKS - [[vk::binding(FSR2_BIND_UAV_NEW_LOCKS, 1)]] RWTexture2D rw_new_locks : FFXM_FSR2_DECLARE_UAV(FSR2_BIND_UAV_NEW_LOCKS); + RWTexture2D rw_new_locks : FFXM_FSR2_DECLARE_UAV(FSR2_BIND_UAV_NEW_LOCKS); #endif #if defined FSR2_BIND_UAV_PREPARED_INPUT_COLOR - [[vk::binding(FSR2_BIND_UAV_PREPARED_INPUT_COLOR, 1)]] RWTexture2D rw_prepared_input_color : FFXM_FSR2_DECLARE_UAV(FSR2_BIND_UAV_PREPARED_INPUT_COLOR); + RWTexture2D rw_prepared_input_color : FFXM_FSR2_DECLARE_UAV(FSR2_BIND_UAV_PREPARED_INPUT_COLOR); #endif #if defined FSR2_BIND_UAV_LUMA_HISTORY - [[vk::binding(FSR2_BIND_UAV_LUMA_HISTORY, 1)]] RWTexture2D rw_luma_history : FFXM_FSR2_DECLARE_UAV(FSR2_BIND_UAV_LUMA_HISTORY); + RWTexture2D rw_luma_history : FFXM_FSR2_DECLARE_UAV(FSR2_BIND_UAV_LUMA_HISTORY); #endif #if defined FSR2_BIND_UAV_UPSCALED_OUTPUT - [[vk::binding(FSR2_BIND_UAV_UPSCALED_OUTPUT, 1)]] RWTexture2D rw_upscaled_output : FFXM_FSR2_DECLARE_UAV(FSR2_BIND_UAV_UPSCALED_OUTPUT); + RWTexture2D rw_upscaled_output : FFXM_FSR2_DECLARE_UAV(FSR2_BIND_UAV_UPSCALED_OUTPUT); #endif #if defined FSR2_BIND_UAV_EXPOSURE_MIP_LUMA_CHANGE - [[vk::binding(FSR2_BIND_UAV_EXPOSURE_MIP_LUMA_CHANGE, 1)]] globallycoherent RWTexture2D rw_img_mip_shading_change : FFXM_FSR2_DECLARE_UAV(FSR2_BIND_UAV_EXPOSURE_MIP_LUMA_CHANGE); + globallycoherent RWTexture2D rw_img_mip_shading_change : FFXM_FSR2_DECLARE_UAV(FSR2_BIND_UAV_EXPOSURE_MIP_LUMA_CHANGE); #endif #if defined FSR2_BIND_UAV_EXPOSURE_MIP_5 - [[vk::binding(FSR2_BIND_UAV_EXPOSURE_MIP_5, 1)]] globallycoherent RWTexture2D rw_img_mip_5 : FFXM_FSR2_DECLARE_UAV(FSR2_BIND_UAV_EXPOSURE_MIP_5); + globallycoherent RWTexture2D rw_img_mip_5 : FFXM_FSR2_DECLARE_UAV(FSR2_BIND_UAV_EXPOSURE_MIP_5); #endif #if defined FSR2_BIND_UAV_DILATED_REACTIVE_MASKS - [[vk::binding(FSR2_BIND_UAV_DILATED_REACTIVE_MASKS, 1)]] RWTexture2D rw_dilated_reactive_masks : FFXM_FSR2_DECLARE_UAV(FSR2_BIND_UAV_DILATED_REACTIVE_MASKS); + RWTexture2D rw_dilated_reactive_masks : FFXM_FSR2_DECLARE_UAV(FSR2_BIND_UAV_DILATED_REACTIVE_MASKS); #endif #if defined FSR2_BIND_UAV_EXPOSURE - [[vk::binding(FSR2_BIND_UAV_EXPOSURE, 1)]] RWTexture2D rw_exposure : FFXM_FSR2_DECLARE_UAV(FSR2_BIND_UAV_EXPOSURE); + RWTexture2D rw_exposure : FFXM_FSR2_DECLARE_UAV(FSR2_BIND_UAV_EXPOSURE); #endif #if defined FSR2_BIND_UAV_AUTO_EXPOSURE - [[vk::binding(FSR2_BIND_UAV_AUTO_EXPOSURE, 1)]] RWTexture2D rw_auto_exposure : FFXM_FSR2_DECLARE_UAV(FSR2_BIND_UAV_AUTO_EXPOSURE); + RWTexture2D rw_auto_exposure : FFXM_FSR2_DECLARE_UAV(FSR2_BIND_UAV_AUTO_EXPOSURE); #endif #if defined FSR2_BIND_UAV_SPD_GLOBAL_ATOMIC - [[vk::binding(FSR2_BIND_UAV_SPD_GLOBAL_ATOMIC, 1)]] globallycoherent RWTexture2D rw_spd_global_atomic : FFXM_FSR2_DECLARE_UAV(FSR2_BIND_UAV_SPD_GLOBAL_ATOMIC); + globallycoherent RWTexture2D rw_spd_global_atomic : FFXM_FSR2_DECLARE_UAV(FSR2_BIND_UAV_SPD_GLOBAL_ATOMIC); #endif #if defined FSR2_BIND_UAV_AUTOREACTIVE - [[vk::binding(FSR2_BIND_UAV_AUTOREACTIVE, 1)]] RWTexture2D rw_output_autoreactive : FFXM_FSR2_DECLARE_UAV(FSR2_BIND_UAV_AUTOREACTIVE); + RWTexture2D rw_output_autoreactive : FFXM_FSR2_DECLARE_UAV(FSR2_BIND_UAV_AUTOREACTIVE); #endif #if defined(FSR2_BIND_SRV_SCENE_LUMINANCE_MIPS)