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Copy pathISApplyReflections.hlsl
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ISApplyReflections.hlsl
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#include "Common/DummyVSTexCoord.hlsl"
#include "Common/FrameBuffer.hlsli"
typedef VS_OUTPUT PS_INPUT;
struct PS_OUTPUT
{
float3 Color : SV_Target0;
};
#if defined(PSHADER)
SamplerState SSRSourceSampler : register(s0);
SamplerState WaterMaskSampler : register(s1);
SamplerState MainBufferSampler : register(s2);
Texture2D<float4> SSRSourceTex : register(t0);
Texture2D<float4> WaterMaskTex : register(t1);
Texture2D<float4> MainBufferTex : register(t2);
cbuffer PerGeometry : register(b2)
{
float4 SSRParams : packoffset(c0);
};
PS_OUTPUT main(PS_INPUT input)
{
PS_OUTPUT psout;
float2 adjustedScreenPosition = FrameBuffer::GetDynamicResolutionAdjustedScreenPosition(input.TexCoord.xy);
float2 waterMask = WaterMaskTex.SampleLevel(WaterMaskSampler, adjustedScreenPosition, 0).zw;
float3 mainColor = MainBufferTex.Sample(MainBufferSampler, adjustedScreenPosition).xyz;
float3 colorOffset = 0.0.xxx;
if (1e-5 >= waterMask.x && waterMask.y > 1e-5) {
float4 ssrSourceColor = SSRSourceTex.Sample(SSRSourceSampler, adjustedScreenPosition);
colorOffset = clamp(SSRParams.x * (ssrSourceColor.xyz * ssrSourceColor.w),
0, SSRParams.y * mainColor);
}
psout.Color = colorOffset + mainColor;
return psout;
}
#endif