LuckyWorldV2/Plugins/FSR3-550/FSR3/Shaders/Private/PostProcessFFX_FIAdditionalUI.usf

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// 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"
#include "/Engine/Private/DeferredShadingCommon.ush"
// =====================================================================================
//
// SHADER RESOURCES
//
// =====================================================================================
Texture2D FirstFrame;
Texture2D FirstFrameWithUI;
Texture2D SecondFrame;
RWTexture2D<float4> SecondFrameWithUI;
uint2 ViewSize;
uint2 ViewMin;
// =====================================================================================
//
// 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 = ViewSize.x;
uint Height = ViewSize.y;
uint2 ThreadId = DispatchThreadId.xy + ViewMin;
if (Width > DispatchThreadId.x && Height > DispatchThreadId.y)
{
float4 FirstFrameSample = FirstFrame[ThreadId];
float4 FirstFrameWithUISample = FirstFrameWithUI[ThreadId];
float4 SecondFrameSample = SecondFrame[ThreadId];
float4 SecondFrameWithUISample = SecondFrameWithUI[ThreadId];
float4 Result = SecondFrameWithUISample;
if (any(FirstFrameSample.rgb - FirstFrameWithUISample.rgb))
{
if (!any(SecondFrameSample.rgb - SecondFrameWithUISample.rgb) || any(abs(SecondFrameWithUISample.rgb - FirstFrameWithUISample.rgb) > float3(0.1f, 0.1f, 0.1f)))
{
Result.rgb += (FirstFrameWithUISample.rgb - FirstFrameSample.rgb);
Result.rgb = max(min(FirstFrameWithUISample.rgb, SecondFrameWithUISample.rgb), Result.rgb);
Result.rgb = min(max(FirstFrameWithUISample.rgb, SecondFrameWithUISample.rgb), Result.rgb);
}
}
SecondFrameWithUI[DispatchThreadId.xy] = Result;
}
}