/* #permutation FETCH_GBUFFER_NORMAL 0 1 2 */ // This code contains NVIDIA Confidential Information and is disclosed to you // under a form of NVIDIA software license agreement provided separately to you. // // Notice // NVIDIA Corporation and its licensors retain all intellectual property and // proprietary rights in and to this software and related documentation and // any modifications thereto. Any use, reproduction, disclosure, or // distribution of this software and related documentation without an express // license agreement from NVIDIA Corporation is strictly prohibited. // // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. // // Information and code furnished is believed to be accurate and reliable. // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such // information or for any infringement of patents or other rights of third parties that may // result from its use. No license is granted by implication or otherwise under any patent // or patent rights of NVIDIA Corporation. Details are subject to change without notice. // This code supersedes and replaces all information previously supplied. // NVIDIA Corporation products are not authorized for use as critical // components in life support devices or systems without express written approval of // NVIDIA Corporation. // // Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved. #include "ReconstructNormal_Common.hlsl" //---------------------------------------------------------------------------------- float3 FetchFullResViewNormal(PostProc_VSOut IN, float3 ViewPosition) { #if FETCH_GBUFFER_NORMAL return FetchFullResViewNormal_GBuffer(IN); #else return ReconstructNormal(IN.uv, ViewPosition); #endif } //---------------------------------------------------------------------------------- float4 DebugNormals_PS(PostProc_VSOut IN) : SV_TARGET { SubtractViewportOrigin(IN); float3 ViewPosition = FetchFullResViewPos(IN.uv); float3 ViewNormal = -FetchFullResViewNormal(IN, ViewPosition); float3 OutColor = (g_iDebugNormalComponent == 0) ? ViewNormal.xxx : (g_iDebugNormalComponent == 1) ? ViewNormal.yyy : (g_iDebugNormalComponent == 2) ? ViewNormal.zzz : ViewNormal; return float4(OutColor, 0); }