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

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2024-01-13 21:40:13 +00:00
/*
===========================================================================
Copyright (C) 2023-2024 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/>.
===========================================================================
*/
// gather depth of field: near-field circle of confusion tile dilation
#include "common.hlsli"
#include "gatherdof.hlsli"
cbuffer RootConstants : register(b0)
{
uint inputTextureIndex;
uint outputTextureIndex;
uint samplerIndex; // point/clamp
};
[numthreads(8, 8, 1)]
void cs(uint3 dtid : SV_DispatchThreadID)
{
uint2 tc = dtid.xy;
RWTexture2D<float> outputTexture = ResourceDescriptorHeap[outputTextureIndex];
uint width, height;
outputTexture.GetDimensions(width, height);
if(any(dtid.xy >= uint2(width, height)))
{
return;
}
Texture2D<float> inputTexture = ResourceDescriptorHeap[inputTextureIndex];
SamplerState samplerState = SamplerDescriptorHeap[samplerIndex];
float2 tcShifted = float2(tc) + float2(0.5, 0.5);
float2 pixelSize = float2(1, 1) / float2(width, height);
float maxCoc = 0.0;
for(int y = -1; y <= 1; y++)
{
for(int x = -1; x <= 1; x++)
{
float2 tc01 = (tcShifted + float2(x, y)) * pixelSize;
float coc = inputTexture.SampleLevel(samplerState, tc01, 0);
maxCoc = max(maxCoc, coc);
}
}
outputTexture[tc] = maxCoc;
}