mirror of
https://bitbucket.org/CPMADevs/cnq3
synced 2024-11-30 07:41:45 +00:00
108 lines
2.7 KiB
HLSL
108 lines
2.7 KiB
HLSL
|
/*
|
||
|
===========================================================================
|
||
|
Copyright (C) 2019 Gian 'myT' Schellenbaum
|
||
|
|
||
|
This file is part of Challenge Quake 3 (CNQ3).
|
||
|
|
||
|
Challenge Quake 3 is free software; you can redistribute it
|
||
|
and/or modify it under the terms of the GNU General Public License as
|
||
|
published by the Free Software Foundation; either version 2 of the License,
|
||
|
or (at your option) any later version.
|
||
|
|
||
|
Challenge Quake 3 is distributed in the hope that it will be useful,
|
||
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||
|
GNU General Public License for more details.
|
||
|
|
||
|
You should have received a copy of the GNU General Public License
|
||
|
along with Challenge Quake 3. If not, see <https://www.gnu.org/licenses/>.
|
||
|
===========================================================================
|
||
|
*/
|
||
|
// depth sprite vertex and pixel shaders
|
||
|
|
||
|
cbuffer VertexShaderBuffer
|
||
|
{
|
||
|
matrix modelViewMatrix;
|
||
|
matrix projectionMatrix;
|
||
|
float4 clipPlane;
|
||
|
};
|
||
|
|
||
|
struct VIn
|
||
|
{
|
||
|
float4 position : POSITION;
|
||
|
float4 color : COLOR0;
|
||
|
float2 texCoords : TEXCOORD0;
|
||
|
};
|
||
|
|
||
|
struct VOut
|
||
|
{
|
||
|
float4 position : SV_Position;
|
||
|
float4 color : COLOR0;
|
||
|
float2 texCoords : TEXCOORD0;
|
||
|
float depthVS : DEPTHVS;
|
||
|
float clipDist : SV_ClipDistance0;
|
||
|
};
|
||
|
|
||
|
VOut vs_main(VIn input)
|
||
|
{
|
||
|
float4 positionVS = mul(modelViewMatrix, float4(input.position.xyz, 1));
|
||
|
|
||
|
VOut output;
|
||
|
output.position = mul(projectionMatrix, positionVS);
|
||
|
output.color = input.color;
|
||
|
output.texCoords = input.texCoords;
|
||
|
output.depthVS = -positionVS.z;
|
||
|
output.clipDist = dot(positionVS, clipPlane);
|
||
|
|
||
|
return output;
|
||
|
}
|
||
|
|
||
|
cbuffer PixelShaderBuffer
|
||
|
{
|
||
|
uint alphaTest;
|
||
|
float proj22;
|
||
|
float proj32;
|
||
|
float additive;
|
||
|
float distance;
|
||
|
float offset;
|
||
|
uint dummy0;
|
||
|
uint dummy1;
|
||
|
};
|
||
|
|
||
|
Texture2D texture0 : register(t0);
|
||
|
SamplerState sampler0 : register(s0);
|
||
|
|
||
|
Texture2DMS<float2> textureDepth;
|
||
|
|
||
|
float LinearDepth(float zwDepth)
|
||
|
{
|
||
|
return proj32 / (zwDepth - proj22);
|
||
|
}
|
||
|
|
||
|
float Contrast(float d, float power)
|
||
|
{
|
||
|
bool aboveHalf = d > 0.5;
|
||
|
float base = saturate(2.0 * (aboveHalf ? (1.0 - d) : d));
|
||
|
float r = 0.5 * pow(base, power);
|
||
|
|
||
|
return aboveHalf ? (1.0 - r) : r;
|
||
|
}
|
||
|
|
||
|
float4 ps_main(VOut input) : SV_TARGET
|
||
|
{
|
||
|
float4 r = input.color * texture0.Sample(sampler0, input.texCoords);
|
||
|
if((alphaTest == 1 && r.a == 0.0) ||
|
||
|
(alphaTest == 2 && r.a >= 0.5) ||
|
||
|
(alphaTest == 3 && r.a < 0.5))
|
||
|
discard;
|
||
|
|
||
|
float depthS = LinearDepth(textureDepth.Load(input.position.xy, 0).x);
|
||
|
float depthP = input.depthVS - offset;
|
||
|
float scale = Contrast((depthS - depthP) * distance, 2.0);
|
||
|
float scaleColor = max(scale, 1.0 - additive);
|
||
|
float scaleAlpha = max(scale, additive);
|
||
|
float4 r2 = float4(r.rgb * scaleColor, r.a * scaleAlpha);
|
||
|
|
||
|
return r2;
|
||
|
}
|