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