Refactored deferred lights code, and skipping SSAA when sample count is 1

This commit is contained in:
dexy
2019-12-04 17:54:48 +11:00
Unverified
parent 1843d70652
commit 152d439f89
19 changed files with 480 additions and 183 deletions
+41
View File
@@ -0,0 +1,41 @@
struct VS_Output
{
float4 Pos : SV_POSITION;
float2 Tex : TEXCOORD0;
};
Texture2D<float4> SceneColour : register(t0);
SamplerState PointSampler : register(s0);
cbuffer cbPS : register(b0)
{
uint SampleCount;
float SampleMult;
float TexelSizeX;
float TexelSizeY;
};
float4 main(VS_Output input) : SV_TARGET
{
float4 vColor = 0;
float2 ts = float2(TexelSizeX, TexelSizeY);
float2 tc = input.Tex * (1.0 - (ts * (float) (SampleCount - 1)));
for (uint x = 0; x < SampleCount; x++)
{
for (uint y = 0; y < SampleCount; y++)
{
float2 tcxy = tc + float2(x, y) * ts;
vColor += SceneColour.Sample(PointSampler, tcxy);
}
}
vColor *= SampleMult;
return float4(vColor.rgb, 1);
}