cnq3/code/renderer/hlsl/smaa_1.hlsl

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/*
===========================================================================
Copyright (C) 2023 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/>.
===========================================================================
*/
// SMAA pass #1: edge detection
cbuffer RootConstants
{
float4 rtMetrics;
};
#include "smaa.hlsli"
struct VOut
{
float4 position : SV_Position;
float2 texCoords : TEXCOORD0;
float4 offsets[3] : TEXCOORD1;
};
#if SMAA_INCLUDE_VS
VOut vs(uint id : SV_VertexID)
{
VOut output;
output.position.x = (float)(id / 2) * 4.0 - 1.0;
output.position.y = (float)(id % 2) * 4.0 - 1.0;
output.position.z = 0.0;
output.position.w = 1.0;
output.texCoords.x = (float)(id / 2) * 2.0;
output.texCoords.y = 1.0 - (float)(id % 2) * 2.0;
SMAAEdgeDetectionVS(output.texCoords, output.offsets);
return output;
}
#endif
#if SMAA_INCLUDE_PS
Texture2D inputTex : register(t0);
float2 ps(VOut input) : SV_Target
{
return SMAAColorEdgeDetectionPS(input.texCoords, input.offsets, inputTex);
}
#endif