@ -43,16 +43,16 @@
#if defined(SHADER_API_PSSL)
#if defined(SHADER_API_PSSL)
#pragma PSSL_target_output_format(target 0 FMT_32_R)
#pragma PSSL_target_output_format(target 0 FMT_32_R)
#pragma PSSL_target_output_format(target 1 FMT_FP16_ABG R)
#pragma PSSL_target_output_format(target 2 FMT_32_ R)
#pragma PSSL_target_output_format(target 1 FMT_32_ R)
#pragma PSSL_target_output_format(target 2 FMT_FP16_ABG R)
#pragma PSSL_target_output_format(target 3 FMT_32_R)
#pragma PSSL_target_output_format(target 3 FMT_32_R)
#endif
#endif
struct ReconstructPrevDepthOutputsFS
struct ReconstructPrevDepthOutputsFS
{
{
FfxFloat32 fDepth : SV_TARGET0;
FfxFloat32 fDepth : SV_TARGET0;
FfxFloat32x2 fMotionVector : SV_TARGET1;
FfxFloat32 fLuma : SV_TARGET2;
FfxFloat32 fLuma : SV_TARGET1;
FfxFloat32x2 fMotionVector : SV_TARGET2;
};
};
@ -62,7 +62,7 @@ ReconstructPrevDepthOutputsFS main(float4 SvPosition : SV_POSITION)
ReconstructPrevDepthOutputs result = ReconstructAndDilate(uPixelCoord);
ReconstructPrevDepthOutputs result = ReconstructAndDilate(uPixelCoord);
ReconstructPrevDepthOutputsFS output = (ReconstructPrevDepthOutputsFS)0;
ReconstructPrevDepthOutputsFS output = (ReconstructPrevDepthOutputsFS)0;
output.fDepth = result.fDepth;
output.fDepth = result.fDepth;
output.fMotionVector = result.fMotionVector;
output.fLuma = result.fLuma;
output.fLuma = result.fLuma;
output.fMotionVector = result.fMotionVector;
return output;
return output;
}
}