cnq3/code/renderer/shaders/crp/gbufferviz_depth.hlsl

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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/>.
===========================================================================
*/
// linearizes raw depth buffer values for visualization
#include "common.hlsli"
#include "fullscreen.hlsli"
#include "scene_view.h.hlsli"
float4 ps(VOut input) : SV_Target
{
SceneView scene = GetSceneView();
Texture2D<float> depthTexture = ResourceDescriptorHeap[scene.depthTextureIndex];
uint3 tc = uint3(input.position.xy, 0);
float depthZW = depthTexture.Load(tc);
float depth = scene.LinearDepth(depthZW);
float depth01 = depth / scene.zFar;
float4 result = float4(depth01.xxx, 1);
return result;
}