53 lines
2.4 KiB
Plaintext
53 lines
2.4 KiB
Plaintext
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// This file is part of the FidelityFX Super Resolution 3.1 Unreal Engine Plugin.
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//
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// Copyright (c) 2023-2025 Advanced Micro Devices, Inc. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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#include "/Engine/Private/Common.ush"
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#include "/Engine/Private/ScreenPass.ush"
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static const half InvDistortionScaleBias = 1 / 4.0f;
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// =====================================================================================
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//
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// SHADER RESOURCES
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//
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// =====================================================================================
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Texture2D UEDistortion;
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RWTexture2D<half2> OutputTexture;
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// =====================================================================================
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//
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// ENTRY POINTS
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//
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// =====================================================================================
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[numthreads(THREADGROUP_SIZEX, THREADGROUP_SIZEY, THREADGROUP_SIZEZ)]
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void MainCS(uint3 LocalThreadId : SV_GroupThreadID, uint3 WorkGroupId : SV_GroupID, uint3 DispatchThreadId : SV_DispatchThreadID)
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{
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uint Width = View.ViewSizeAndInvSize.x;
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uint Height = View.ViewSizeAndInvSize.y;
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if (Width > DispatchThreadId.x && Height > DispatchThreadId.y)
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{
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half2 PositiveOffset = UEDistortion[DispatchThreadId.xy + View.ViewRectMin.xy].rg;
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half2 NegativeOffset = UEDistortion[DispatchThreadId.xy + View.ViewRectMin.xy].ba;
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OutputTexture[DispatchThreadId.xy] = (PositiveOffset - NegativeOffset) * InvDistortionScaleBias;
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}
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}
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