2023-11-29 01:57:28 +00:00
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/*
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===========================================================================
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2024-01-13 21:40:13 +00:00
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Copyright (C) 2024 Gian 'myT' Schellenbaum
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2023-11-29 01:57:28 +00:00
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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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2024-01-13 21:40:13 +00:00
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// accumulation depth of field: normalization pass
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2023-11-29 01:57:28 +00:00
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2024-01-13 21:40:13 +00:00
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#include "common.hlsli"
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cbuffer RootConstants
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{
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uint textureIndex;
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};
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2024-01-13 21:40:13 +00:00
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struct VOut
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{
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float4 position : SV_Position;
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};
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2024-01-13 21:40:13 +00:00
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#if VERTEX_SHADER
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VOut vs(uint id : SV_VertexID)
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{
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VOut output;
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output.position = FSTrianglePosFromVertexId(id);
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2023-11-29 01:57:28 +00:00
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return output;
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}
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#endif
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#if PIXEL_SHADER
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float4 ps(VOut input) : SV_Target
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{
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Texture2D texture0 = ResourceDescriptorHeap[textureIndex];
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int2 tc = int2(input.position.xy);
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float4 sum = texture0.Load(int3(tc.x, tc.y, 0));
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float3 color = saturate(sum.rgb / sum.a);
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float4 result = float4(color, 1);
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return result;
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}
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#endif
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