cnq3/code/renderer/shaders/crp/gatherdof_combine.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: final blend pass
#include "common.hlsli"
#include "gatherdof.hlsli"
cbuffer RootConstants : register(b0)
{
uint nearTextureIndex;
uint farTextureIndex;
uint nearCocTextureIndex;
uint farCocTextureIndex;
uint sharpTextureIndex;
uint samplerIndex; // point/clamp
};
struct VOut
{
float4 position : SV_Position;
float2 texCoords : TEXCOORD0;
};
#if VERTEX_SHADER
VOut vs(uint id : SV_VertexID)
{
VOut output;
output.position = FSTrianglePosFromVertexId(id);
output.texCoords = FSTriangleTCFromVertexId(id);
return output;
}
#endif
#if PIXEL_SHADER
float4 ps(VOut input) : SV_Target
{
SamplerState samplerState = SamplerDescriptorHeap[samplerIndex];
Texture2D nearColorTexture = ResourceDescriptorHeap[nearTextureIndex];
Texture2D farColorTexture = ResourceDescriptorHeap[farTextureIndex];
Texture2D<float> nearCocTexture = ResourceDescriptorHeap[nearCocTextureIndex];
Texture2D<float> farCocTexture = ResourceDescriptorHeap[farCocTextureIndex];
Texture2D sharpTexture = ResourceDescriptorHeap[sharpTextureIndex];
float4 nearColor = nearColorTexture.Sample(samplerState, input.texCoords);
float4 farColor = farColorTexture.Sample(samplerState, input.texCoords);
//float nearCoc = nearCocTexture.Sample(samplerState, input.texCoords);
float nearCoc = saturate(nearColor.a);
float farCoc = farCocTexture.Sample(samplerState, input.texCoords);
float4 sharp = sharpTexture.Sample(samplerState, input.texCoords);
float3 color = lerp(sharp.rgb, farColor.rgb, farCoc);
color = lerp(color, nearColor.rgb, nearCoc);
float4 result = float4(color, 1.0);
return result;
}
#endif