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