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Fix linearZ slope in GBufferRT #434

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10 changes: 5 additions & 5 deletions Source/RenderPasses/GBuffer/GBuffer/GBufferRT.slang
Original file line number Diff line number Diff line change
Expand Up @@ -153,19 +153,19 @@ struct GBufferRT

float3 computeDdxPosW(float3 posW, float3 normW, float2 invFrameDim)
{
float3 projRight = normalize(cross(normW, cross(normW, gScene.camera.data.cameraV)));
float3 projRight = normalize(cross(normW, cross(normW, gScene.camera.data.cameraU)));
float distanceToHit = length(posW - gScene.camera.data.posW);
float2 ddNdc = float2(2.f, -2.f) * invFrameDim;
float distRight = distanceToHit * ddNdc.x / dot(normalize(gScene.camera.data.cameraV), projRight);
float distRight = distanceToHit * ddNdc.x / dot(normalize(gScene.camera.data.cameraU), projRight);
return distRight * projRight;
}

float3 computeDdyPosW(float3 posW, float3 normW, float2 invFrameDim)
{
float3 projUp = normalize(cross(normW, cross(normW, gScene.camera.data.cameraU)));
float3 projUp = normalize(cross(normW, cross(normW, gScene.camera.data.cameraV)));
float distanceToHit = length(posW - gScene.camera.data.posW);
float2 ddNdc = float2(2.f, -2.f) * invFrameDim;
float distUp = distanceToHit * ddNdc.y / dot(normalize(gScene.camera.data.cameraU), projUp);
float distUp = distanceToHit * ddNdc.y / dot(normalize(gScene.camera.data.cameraV), projUp);
return distUp * projUp;
}

Expand Down Expand Up @@ -329,7 +329,7 @@ struct GBufferRT
float3 ddxPosW = computeDdxPosW(sd.posW, sd.faceN, invFrameDim);
float3 ddyPosW = computeDdyPosW(sd.posW, sd.faceN, invFrameDim);
float4 curPosH_dx = mul(gScene.camera.data.viewProjMatNoJitter, float4(sd.posW + ddxPosW, 1.f));
float4 curPosH_dy = mul(gScene.camera.data.viewProjMatNoJitter, float4(sd.posW + ddxPosW, 1.f));
float4 curPosH_dy = mul(gScene.camera.data.viewProjMatNoJitter, float4(sd.posW + ddyPosW, 1.f));
float ddxLinearZ = abs(curPosH_dx.w - curLinearZ);
float ddyLinearZ = abs(curPosH_dy.w - curLinearZ);
float dLinearZ = max(ddxLinearZ, ddyLinearZ);
Expand Down