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https://bitbucket.org/CPMADevs/cnq3
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45 lines
1.4 KiB
HLSL
45 lines
1.4 KiB
HLSL
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/*
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===========================================================================
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Copyright (C) 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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// colorizes motion vectors for debugging
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#include "common.hlsli"
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#include "fullscreen.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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float4 ps(VOut input) : SV_Target
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{
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Texture2D<float2> motionTexture = ResourceDescriptorHeap[textureIndex];
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float2 size = float2(GetTextureSize(motionTexture));
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float scale = size.y / size.x; // correct for aspect ratio
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uint3 tc = uint3(input.position.xy, 0);
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float2 raw = motionTexture.Load(tc);
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float2 display = abs(raw) * 50.0 * scale;
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float4 result = float4(display, 0, 1);
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return result;
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}
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