Fix SSR shader on D3D10
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Content/Shaders/SSR.flax
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BIN
Content/Shaders/SSR.flax
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@@ -3,6 +3,10 @@
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#include "./Flax/Common.hlsl"
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#include "./Flax/Collisions.hlsl"
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#if CAN_USE_GATHER
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#define CAN_USE_GLOBAL_SURFACE_ATLAS 1
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#endif
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// This must match C++
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#define GLOBAL_SURFACE_ATLAS_CHUNKS_RESOLUTION 40 // Amount of chunks (in each direction) to split atlas draw distance for objects culling
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#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
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#endif
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}
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float4 TextureGatherGreen(Texture2D tex, SamplerState sam, float2 uv)
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{
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#if CAN_USE_GATHER
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return tex.GatherGreen(sam, uv);
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#else
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float x = tex.Sample(sam, uv, int2(0, 1)).g;
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float y = tex.Sample(sam, uv, int2(1, 1)).g;
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float z = tex.Sample(sam, uv, int2(1, 0)).g;
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float w = tex.Sample(sam, uv, int2(0, 0)).g;
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return float4(x, y, z, w);
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#endif
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}
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float4 TextureGatherBlue(Texture2D tex, SamplerState sam, float2 uv)
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{
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#if CAN_USE_GATHER
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return tex.GatherBlue(sam, uv);
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#else
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float x = tex.Sample(sam, uv, int2(0, 1)).b;
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float y = tex.Sample(sam, uv, int2(1, 1)).b;
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float z = tex.Sample(sam, uv, int2(1, 0)).b;
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float w = tex.Sample(sam, uv, int2(0, 0)).b;
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return float4(x, y, z, w);
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#endif
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}
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#endif
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@@ -134,7 +134,7 @@ float4 PS_RayTracePass(Quad_VS2PS input) : SV_Target0
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float3 reflectWS = ScreenSpaceReflectionDirection(input.TexCoord, gBuffer, gBufferData.ViewPos, TemporalEffect, TemporalTime, BRDFBias);
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// Fallback to Global SDF and Global Surface Atlas tracing
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#if USE_GLOBAL_SURFACE_ATLAS
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#if USE_GLOBAL_SURFACE_ATLAS && CAN_USE_GLOBAL_SURFACE_ATLAS
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GlobalSDFTrace sdfTrace;
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float maxDistance = 100000;
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float selfOcclusionBias = GlobalSDF.CascadeVoxelSize[0];
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