e4s-sdk/gamedata/shaders/d3d11/ssao_calc.ps.hlsl
2026-06-17 23:06:51 +03:00

25 lines
505 B
HLSL

#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);
}