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fix(VR): apply per eye upscaling #1819
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,24 @@ | ||
| // Zeros color in the HMD hidden area per eye. | ||
| // Prevents DLSS/FSR from temporally accumulating the engine's sky/ambient clear color | ||
| // into visible pixels during head movement ("light blue border" ghosting). | ||
| // depth == 0.0 is the unrendered/hidden area value (Skyrim reversed-Z: far plane = 0). | ||
| // DepthIn is the combined stereo depth buffer; DepthOffsetX selects the eye's half. | ||
| // ColorInOut is the isolated per-eye buffer; ColorOffsetX is always 0. | ||
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| cbuffer ClearHMDMaskCB : register(b0) | ||
| { | ||
| uint DepthOffsetX; // X offset into combined stereo depth (0 = left, eyeWidth = right) | ||
| uint ColorOffsetX; // X offset into color target (always 0 for per-eye buffers) | ||
| uint pad0; | ||
| uint pad1; | ||
| }; | ||
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| Texture2D<float> DepthIn : register(t0); | ||
| RWTexture2D<float4> ColorInOut : register(u0); | ||
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| [numthreads(8, 8, 1)] void main(uint3 dispatchID : SV_DispatchThreadID) | ||
| { | ||
| // Read from stereo depth, write to potentially stereo color | ||
| if (DepthIn[dispatchID.xy + uint2(DepthOffsetX, 0)] == 0.0) | ||
| ColorInOut[dispatchID.xy + uint2(ColorOffsetX, 0)] = float4(0.0, 0.0, 0.0, 0.0); | ||
| } |
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