/* =========================================================================== 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 . =========================================================================== */ // depth of field: debug overlay support functions #pragma once float4 DOF_DebugCoc(float3 color, bool nearField, float nearCoc, float farCoc) { float blendFactor; float3 target; if(nearField) { blendFactor = 0.5 * nearCoc; target = float3(0, 1, 0); } else { blendFactor = 0.5 * farCoc; target = float3(0, 0, 1); } float4 result = float4(lerp(color, target, blendFactor), 1); return result; } float4 DOF_DebugFocusPlane(float3 color, bool nearField) { float farFieldFactor = nearField ? 0.0 : 0.25; float3 farFieldColor = float3(0.5, 0, 0.5); float3 mixed = lerp(color, farFieldColor, farFieldFactor); float4 result = float4(mixed, 1); return result; }