/* =========================================================================== Copyright (C) 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 . =========================================================================== */ // magnifier for pixel peeping #include "common.hlsli" #include "fullscreen.hlsli" cbuffer RootConstants { uint colorTextureIndex; int cursorIndexX; int cursorIndexY; int magnifierWidth; int magnifierScale; int edgeWidth; uint edgeColor; }; float4 ps(VOut input) : SV_Target { Texture2D colorTexture = ResourceDescriptorHeap[colorTextureIndex]; int2 tc = int2(input.position.xy); int2 tcCursor = int2(cursorIndexX, cursorIndexY); int2 diff = tc - tcCursor; int2 dist = abs(diff); int distInner = magnifierWidth / 2; int distOuter = distInner + edgeWidth; if(all(dist <= distInner)) { // we need to map diff values -N..-1 to -1 and 0..N-1 to 0 after division // hence the N-1 offset for negative diff values int2 negOffset = int2(magnifierScale - 1, magnifierScale - 1); diff -= select(diff < int2(0, 0), negOffset, int2(0, 0)); tc = tcCursor + diff / magnifierScale; } float3 color = colorTexture.Load(int3(tc.x, tc.y, 0)).rgb; if(any(dist > distInner) && all(dist <= distOuter)) { color = UnpackColor(edgeColor).rgb; } float4 result = float4(color, 1.0); return result; }