mirror of
https://bitbucket.org/CPMADevs/cnq3
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77 lines
2.6 KiB
HLSL
77 lines
2.6 KiB
HLSL
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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: max blur post-filter to combat undersampling
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#include "common.hlsli"
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#include "gatherdof.hlsli"
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cbuffer RootConstants : register(b0)
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{
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uint nearInputTextureIndex;
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uint nearOutputTextureIndex;
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uint farInputTextureIndex;
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uint farOutputTextureIndex;
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uint samplerIndex; // point/clamp
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};
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[numthreads(8, 8, 1)]
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void cs(uint3 dtid : SV_DispatchThreadID)
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{
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uint2 tc = dtid.xy;
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RWTexture2D<float4> nearOutputTexture = ResourceDescriptorHeap[nearOutputTextureIndex];
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RWTexture2D<float4> farOutputTexture = ResourceDescriptorHeap[farOutputTextureIndex];
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uint width, height, levels;
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nearOutputTexture.GetDimensions(width, height);
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if(any(dtid.xy >= uint2(width, height)))
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{
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return;
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}
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SamplerState samplerState = SamplerDescriptorHeap[samplerIndex];
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Texture2D nearInputTexture = ResourceDescriptorHeap[nearInputTextureIndex];
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Texture2D farInputTexture = ResourceDescriptorHeap[farInputTextureIndex];
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float2 tc01 = (float2(tc) + float2(0.5, 0.5)) / float2(width, height);
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float2 pixelSize = float2(1, 1) / float2(width, height);
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float4 nearFilled = float4(0, 0, 0, 0);
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float4 farFilled = float4(0, 0, 0, 0);
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for(int y = -1; y <= 1; y++)
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{
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for(int x = -1; x <= 1; x++)
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{
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float2 tcSample01 = tc01 + float2(x, y) * pixelSize;
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float4 nearSample = nearInputTexture.SampleLevel(samplerState, tcSample01, 0);
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float4 farSample = farInputTexture.SampleLevel(samplerState, tcSample01, 0);
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nearFilled = max(nearFilled, nearSample);
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farFilled = max(farFilled, farSample);
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}
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}
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// make sure to keep the original blend factors
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nearFilled.a = nearInputTexture.Load(uint3(tc.x, tc.y, 0)).a;
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farFilled.a = farInputTexture.Load(uint3(tc.x, tc.y, 0)).a;
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nearOutputTexture[tc] = nearFilled;
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farOutputTexture[tc] = farFilled;
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}
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