#include "common.hlsli" uniform Texture2D s_half_depth; #include "ssao.ps.hlsl" struct _input { float4 tc0 : TEXCOORD0; // tc.xy, tc.w = tonemap scale float2 tcJ : TEXCOORD1; // jitter coords float4 pos2d : SV_POSITION; }; float4 main(_input I) : SV_Target0 { IXrayGbuffer O; GbufferUnpack(I.tc0.xy, I.pos2d.xy, O); if(O.Depth > 0.9999f) { return 1.0f; } float occ = calc_ssao(O.Depth, O.Normal, I.tc0.xy); return float4(occ, occ, occ, occ); }