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Fixes #476 Depth Downsampling needed a special shader to handle MSAA. SSAO_HS_ps shader was needing a special shader to handle MSAA due to gBuf_normals being MSAA. Rather than adding a special variant via ifdef, just disable explicit_resolve since the explicit MSAA surface is not needed in the sample. Reworked SSAO compositor to be applied in two stages, so that MSAA can be handled properly
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17 changes: 17 additions & 0 deletions
17
Samples/Media/2.0/scripts/materials/Common/GLSL/DepthDownscaleMax_Subsample0_ps.glsl
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#version ogre_glsl_ver_330 | ||
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vulkan_layout( ogre_t0 ) uniform texture2DMS depthTexture; | ||
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in vec4 gl_FragCoord; | ||
//out float gl_FragDepth; | ||
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void main() | ||
{ | ||
float fDepth0 = texelFetch( depthTexture, ivec2(gl_FragCoord.xy * 2.0), 0 ).x; | ||
float fDepth1 = texelFetch( depthTexture, ivec2(gl_FragCoord.xy * 2.0) + ivec2( 0, 1 ), 0 ).x; | ||
float fDepth2 = texelFetch( depthTexture, ivec2(gl_FragCoord.xy * 2.0) + ivec2( 1, 0 ), 0 ).x; | ||
float fDepth3 = texelFetch( depthTexture, ivec2(gl_FragCoord.xy * 2.0) + ivec2( 1, 1 ), 0 ).x; | ||
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//gl_FragDepth = texelFetch( depthTexture, ivec2(gl_FragCoord.xy * 2.0), 0 ).x; | ||
gl_FragDepth = max( max( fDepth0, fDepth1 ), max( fDepth2, fDepth3 ) ); | ||
} |
21 changes: 21 additions & 0 deletions
21
Samples/Media/2.0/scripts/materials/Common/HLSL/DepthDownscaleMax_Subsample0_ps.hlsl
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struct PS_INPUT | ||
{ | ||
float2 uv0 : TEXCOORD0; | ||
}; | ||
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Texture2DMS<float> depthTexture : register(t0); | ||
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float main | ||
( | ||
PS_INPUT inPs, | ||
float4 gl_FragCoord : SV_Position | ||
) : SV_Depth | ||
{ | ||
float fDepth0 = depthTexture.Load( int2(gl_FragCoord.xy * 2.0), 0 ).x; | ||
float fDepth1 = depthTexture.Load( int2(gl_FragCoord.xy * 2.0) + int2( 0, 1 ), 0 ).x; | ||
float fDepth2 = depthTexture.Load( int2(gl_FragCoord.xy * 2.0) + int2( 1, 0 ), 0 ).x; | ||
float fDepth3 = depthTexture.Load( int2(gl_FragCoord.xy * 2.0) + int2( 1, 1 ), 0 ).x; | ||
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//return depthTexture.Load( int2(gl_FragCoord.xy * 2.0), 0 ) ).x; | ||
return max( max( fDepth0, fDepth1 ), max( fDepth2, fDepth3 ) ); | ||
} |
33 changes: 33 additions & 0 deletions
33
Samples/Media/2.0/scripts/materials/Common/Metal/DepthDownscaleMax_Subsample0_ps.metal
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#include <metal_stdlib> | ||
using namespace metal; | ||
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struct PS_INPUT | ||
{ | ||
float2 uv0; | ||
}; | ||
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struct PS_OUTPUT | ||
{ | ||
float depth [[depth(any)]]; | ||
}; | ||
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fragment PS_OUTPUT main_metal | ||
( | ||
PS_INPUT inPs [[stage_in]], | ||
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depth2d_ms<float, access::read> depthTexture [[texture(0)]], | ||
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float4 gl_FragCoord [[position]] | ||
) | ||
{ | ||
uint2 iFragCoord = (uint2)(gl_FragCoord.xy * 2.0); | ||
float fDepth0 = depthTexture.read( iFragCoord, 0 ); | ||
float fDepth1 = depthTexture.read( iFragCoord + uint2( 0, 1 ), 0 ); | ||
float fDepth2 = depthTexture.read( iFragCoord + uint2( 1, 0 ), 0 ); | ||
float fDepth3 = depthTexture.read( iFragCoord + uint2( 1, 1 ), 0 ); | ||
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PS_OUTPUT outPs; | ||
//outPs.depth =depthTexture.read( uint2(gl_FragCoord.xy * 2.0) ).x; | ||
outPs.depth = max( max( fDepth0, fDepth1 ), max( fDepth2, fDepth3 ) ); | ||
return outPs; | ||
} |
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