Fix SSR shader on D3D10

This commit is contained in:
Wojtek Figat
2022-08-31 23:16:29 +02:00
parent d712a83c69
commit 8885412350
4 changed files with 33 additions and 3 deletions

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Content/Shaders/SSR.flax (Stored with Git LFS)

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@@ -3,6 +3,10 @@
#include "./Flax/Common.hlsl"
#include "./Flax/Collisions.hlsl"
#if CAN_USE_GATHER
#define CAN_USE_GLOBAL_SURFACE_ATLAS 1
#endif
// This must match C++
#define GLOBAL_SURFACE_ATLAS_CHUNKS_RESOLUTION 40 // Amount of chunks (in each direction) to split atlas draw distance for objects culling
#define GLOBAL_SURFACE_ATLAS_CHUNKS_GROUP_SIZE 4

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@@ -70,4 +70,30 @@ float4 TextureGatherRed(Texture2D<float> tex, SamplerState sam, float2 uv, int2
#endif
}
float4 TextureGatherGreen(Texture2D tex, SamplerState sam, float2 uv)
{
#if CAN_USE_GATHER
return tex.GatherGreen(sam, uv);
#else
float x = tex.Sample(sam, uv, int2(0, 1)).g;
float y = tex.Sample(sam, uv, int2(1, 1)).g;
float z = tex.Sample(sam, uv, int2(1, 0)).g;
float w = tex.Sample(sam, uv, int2(0, 0)).g;
return float4(x, y, z, w);
#endif
}
float4 TextureGatherBlue(Texture2D tex, SamplerState sam, float2 uv)
{
#if CAN_USE_GATHER
return tex.GatherBlue(sam, uv);
#else
float x = tex.Sample(sam, uv, int2(0, 1)).b;
float y = tex.Sample(sam, uv, int2(1, 1)).b;
float z = tex.Sample(sam, uv, int2(1, 0)).b;
float w = tex.Sample(sam, uv, int2(0, 0)).b;
return float4(x, y, z, w);
#endif
}
#endif

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@@ -134,7 +134,7 @@ float4 PS_RayTracePass(Quad_VS2PS input) : SV_Target0
float3 reflectWS = ScreenSpaceReflectionDirection(input.TexCoord, gBuffer, gBufferData.ViewPos, TemporalEffect, TemporalTime, BRDFBias);
// Fallback to Global SDF and Global Surface Atlas tracing
#if USE_GLOBAL_SURFACE_ATLAS
#if USE_GLOBAL_SURFACE_ATLAS && CAN_USE_GLOBAL_SURFACE_ATLAS
GlobalSDFTrace sdfTrace;
float maxDistance = 100000;
float selfOcclusionBias = GlobalSDF.CascadeVoxelSize[0];