godot/thirdparty/amd-fsr2/shaders/ffx_fsr2_reconstruct_previous_depth_pass.glsl

// This file is part of the FidelityFX SDK.
//
// Copyright (c) 2022-2023 Advanced Micro Devices, Inc. All rights reserved.
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#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));
}