2019-09-25 03:25:59 +00:00
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/*
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===========================================================================
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2024-02-06 22:15:31 +00:00
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Copyright (C) 2024 Gian 'myT' Schellenbaum
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2019-09-25 03:25:59 +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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2024-02-06 22:15:31 +00:00
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// linearizes raw depth buffer values for visualization
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2019-09-25 03:25:59 +00:00
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2024-02-06 22:15:31 +00:00
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#include "common.hlsli"
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#include "fullscreen.hlsli"
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2022-12-28 19:49:18 +00:00
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2024-02-06 22:15:31 +00:00
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cbuffer RootConstants
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2019-09-25 03:25:59 +00:00
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{
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2024-02-06 22:15:31 +00:00
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uint depthTextureIndex;
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float linearDepthA;
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float linearDepthB;
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float zFarInv;
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};
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float4 ps(VOut input) : SV_Target
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{
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Texture2D<float> depthTexture = ResourceDescriptorHeap[depthTextureIndex];
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uint3 tc = uint3(input.position.xy, 0);
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float depthZW = depthTexture.Load(tc);
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float depth = LinearDepth(depthZW, linearDepthA, linearDepthB);
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float depth01 = depth * zFarInv;
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float4 result = float4(depth01.xxx, 1);
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return result;
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2019-09-25 03:25:59 +00:00
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}
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