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@ -359,10 +359,10 @@ SamplerState s_LinearClamp : register(s1); |
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Texture2D<FfxFloat32x2> r_auto_exposure : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_AUTO_EXPOSURE); |
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#endif |
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#if defined FSR3UPSCALER_BIND_SRV_REACTIVE_MASK |
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Texture2D<FfxFloat32> r_reactive_mask : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_REACTIVE_MASK); |
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UNITY_FSR3_TEX2D(FfxFloat32) r_reactive_mask : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_REACTIVE_MASK); |
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#endif |
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#if defined FSR3UPSCALER_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK |
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Texture2D<FfxFloat32> r_transparency_and_composition_mask : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK); |
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UNITY_FSR3_TEX2D(FfxFloat32) r_transparency_and_composition_mask : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK); |
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#endif |
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#if defined FSR3UPSCALER_BIND_SRV_RECONSTRUCTED_PREV_NEAREST_DEPTH |
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Texture2D<FfxUInt32> r_reconstructed_previous_nearest_depth : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_RECONSTRUCTED_PREV_NEAREST_DEPTH); |
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@ -511,14 +511,14 @@ FfxFloat32 SampleInputDepth(FfxFloat32x2 fUV) |
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#if defined(FSR3UPSCALER_BIND_SRV_REACTIVE_MASK) |
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FfxFloat32 LoadReactiveMask(FfxUInt32x2 iPxPos) |
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{ |
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return r_reactive_mask[iPxPos]; |
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return r_reactive_mask[UNITY_FSR3_POS(iPxPos)]; |
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} |
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#endif |
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#if defined(FSR3UPSCALER_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK) |
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FfxFloat32 LoadTransparencyAndCompositionMask(FfxUInt32x2 iPxPos) |
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{ |
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return r_transparency_and_composition_mask[iPxPos]; |
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return r_transparency_and_composition_mask[UNITY_FSR3_POS(iPxPos)]; |
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} |
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#endif |
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