cnq3/code/renderer/shaders/crp/dof.hlsli

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/*
===========================================================================
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Copyright (C) 2024 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/>.
===========================================================================
*/
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// depth of field: debug overlay support functions
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#pragma once
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float4 DOF_DebugCoc(float3 color, bool nearField, float nearCoc, float farCoc)
{
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float blendFactor;
float3 target;
if(nearField)
{
blendFactor = 0.5 * nearCoc;
target = float3(0, 1, 0);
}
else
{
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blendFactor = 0.5 * farCoc;
target = float3(0, 0, 1);
}
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float4 result = float4(lerp(color, target, blendFactor), 1);
return result;
}
float4 DOF_DebugFocusPlane(float3 color, bool nearField)
{
float farFieldFactor = nearField ? 0.0 : 0.25;
float3 farFieldColor = float3(0.5, 0, 0.5);
float3 mixed = lerp(color, farFieldColor, farFieldFactor);
float4 result = float4(mixed, 1);
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return result;
}