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

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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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// accumulation depth of field: normalization pass
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#include "common.hlsli"
cbuffer RootConstants
{
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uint textureIndex;
};
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struct VOut
{
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float4 position : SV_Position;
};
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#if VERTEX_SHADER
VOut vs(uint id : SV_VertexID)
{
VOut output;
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output.position = FSTrianglePosFromVertexId(id);
return output;
}
#endif
#if PIXEL_SHADER
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float4 ps(VOut input) : SV_Target
{
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Texture2D texture0 = ResourceDescriptorHeap[textureIndex];
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int2 tc = int2(input.position.xy);
float4 sum = texture0.Load(int3(tc.x, tc.y, 0));
float3 color = saturate(sum.rgb / sum.a);
float4 result = float4(color, 1);
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return result;
}
#endif