// This file is part of the FidelityFX SDK.
//
// Copyright (c) 2022-2023 Advanced Micro Devices, Inc. All rights reserved.
//
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// 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
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//
// 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
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// THE SOFTWARE.
#extension GL_GOOGLE_include_directive : require
#extension GL_EXT_samplerless_texture_functions : require
#define FSR2_BIND_SRV_INPUT_MOTION_VECTORS 0
#define FSR2_BIND_SRV_INPUT_DEPTH 1
#define FSR2_BIND_SRV_INPUT_COLOR 2
#define FSR2_BIND_SRV_INPUT_EXPOSURE 3
#define FSR2_BIND_SRV_LUMA_HISTORY 4
#define FSR2_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH 5
#define FSR2_BIND_UAV_DILATED_MOTION_VECTORS 6
#define FSR2_BIND_UAV_DILATED_DEPTH 7
#define FSR2_BIND_UAV_PREPARED_INPUT_COLOR 8
#define FSR2_BIND_UAV_LUMA_HISTORY 9
#define FSR2_BIND_UAV_LUMA_INSTABILITY 10
#define FSR2_BIND_UAV_LOCK_INPUT_LUMA 11
#define FSR2_BIND_CB_FSR2 12
#include "ffx_fsr2_callbacks_glsl.h"
#include "ffx_fsr2_common.h"
#include "ffx_fsr2_sample.h"
#include "ffx_fsr2_reconstruct_dilated_velocity_and_previous_depth.h"
#ifndef FFX_FSR2_THREAD_GROUP_WIDTH
#define FFX_FSR2_THREAD_GROUP_WIDTH 8
#endif // #ifndef FFX_FSR2_THREAD_GROUP_WIDTH
#ifndef FFX_FSR2_THREAD_GROUP_HEIGHT
#define FFX_FSR2_THREAD_GROUP_HEIGHT 8
#endif // #ifndef FFX_FSR2_THREAD_GROUP_HEIGHT
#ifndef FFX_FSR2_THREAD_GROUP_DEPTH
#define FFX_FSR2_THREAD_GROUP_DEPTH 1
#endif // #ifndef FFX_FSR2_THREAD_GROUP_DEPTH
#ifndef FFX_FSR2_NUM_THREADS
#define FFX_FSR2_NUM_THREADS layout (local_size_x = FFX_FSR2_THREAD_GROUP_WIDTH, local_size_y = FFX_FSR2_THREAD_GROUP_HEIGHT, local_size_z = FFX_FSR2_THREAD_GROUP_DEPTH) in;
#endif // #ifndef FFX_FSR2_NUM_THREADS
FFX_FSR2_NUM_THREADS
void main()
{
ReconstructAndDilate(FFX_MIN16_I2(gl_GlobalInvocationID.xy));
}