2024-01-13 21:40:13 +00:00
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/*
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===========================================================================
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Copyright (C) 2023-2024 Gian 'myT' Schellenbaum
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This file is part of Challenge Quake 3 (CNQ3).
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Challenge Quake 3 is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Challenge Quake 3 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Challenge Quake 3. If not, see <https://www.gnu.org/licenses/>.
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===========================================================================
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*/
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// gather depth of field: final blend pass
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#include "common.hlsli"
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2024-01-14 21:43:20 +00:00
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#include "fullscreen.hlsli"
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2024-01-13 21:40:13 +00:00
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#include "gatherdof.hlsli"
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cbuffer RootConstants : register(b0)
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{
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uint nearTextureIndex;
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uint farTextureIndex;
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2024-01-14 21:43:20 +00:00
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uint nearCocTextureIndex; // @TODO: remove
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2024-01-13 21:40:13 +00:00
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uint farCocTextureIndex;
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uint sharpTextureIndex;
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uint samplerIndex; // point/clamp
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};
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float4 ps(VOut input) : SV_Target
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{
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SamplerState samplerState = SamplerDescriptorHeap[samplerIndex];
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Texture2D nearColorTexture = ResourceDescriptorHeap[nearTextureIndex];
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Texture2D farColorTexture = ResourceDescriptorHeap[farTextureIndex];
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Texture2D<float> farCocTexture = ResourceDescriptorHeap[farCocTextureIndex];
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Texture2D sharpTexture = ResourceDescriptorHeap[sharpTextureIndex];
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float4 nearColor = nearColorTexture.Sample(samplerState, input.texCoords);
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float4 farColor = farColorTexture.Sample(samplerState, input.texCoords);
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float nearCoc = saturate(nearColor.a);
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float farCoc = farCocTexture.Sample(samplerState, input.texCoords);
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float4 sharp = sharpTexture.Sample(samplerState, input.texCoords);
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float3 color = lerp(sharp.rgb, farColor.rgb, farCoc);
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color = lerp(color, nearColor.rgb, nearCoc);
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float4 result = float4(color, 1.0);
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return result;
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}
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