godot/thirdparty/amd-fsr2/shaders/ffx_fsr2_rcas_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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// The above copyright notice and this permission notice shall be included in
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#extension GL_GOOGLE_include_directive : require
#extension GL_EXT_samplerless_texture_functions : require
// Needed for rw_upscaled_output declaration
#extension GL_EXT_shader_image_load_formatted : require

#define FSR2_BIND_SRV_INPUT_EXPOSURE        0
#define FSR2_BIND_SRV_RCAS_INPUT            1
#define FSR2_BIND_UAV_UPSCALED_OUTPUT       2
#define FSR2_BIND_CB_FSR2                   3
#define FSR2_BIND_CB_RCAS                   4

#include "ffx_fsr2_callbacks_glsl.h"
#include "ffx_fsr2_common.h"

//Move to prototype shader!
#if defined(FSR2_BIND_CB_RCAS)
    layout (set = 1, binding = FSR2_BIND_CB_RCAS, std140) uniform cbRCAS_t
    {
        uvec4 rcasConfig;
    } cbRCAS;

    uvec4 RCASConfig()
    {
        return cbRCAS.rcasConfig;
    }
#else
    uvec4 RCASConfig()
    {
        return uvec4(0);
    }
#endif

vec4 LoadRCAS_Input(FfxInt32x2 iPxPos)
{
    return texelFetch(r_rcas_input, iPxPos, 0);
}

#include "ffx_fsr2_rcas.h"

#ifndef FFX_FSR2_THREAD_GROUP_WIDTH
#define FFX_FSR2_THREAD_GROUP_WIDTH 64
#endif // #ifndef FFX_FSR2_THREAD_GROUP_WIDTH
#ifndef FFX_FSR2_THREAD_GROUP_HEIGHT
#define FFX_FSR2_THREAD_GROUP_HEIGHT 1
#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()
{
    RCAS(gl_LocalInvocationID.xyz, gl_WorkGroupID.xyz, gl_GlobalInvocationID.xyz);
}