/* =========================================================================== 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 . =========================================================================== */ // volumetric lighting: normalize the Henyey-Greenstein anisotropy factor g #include "common.hlsli" cbuffer RootConstants { uint materialTextureBIndex; uint materialTextureCIndex; } [numthreads(4, 4, 4)] void cs(uint3 id : SV_DispatchThreadID) { RWTexture3D materialTextureB = ResourceDescriptorHeap[materialTextureBIndex]; uint3 textureSize = GetTextureSize(materialTextureB); if(any(id >= textureSize)) { return; } RWTexture3D materialTextureC = ResourceDescriptorHeap[materialTextureCIndex]; float weightSum = materialTextureC[id]; if(weightSum > 0.0) { materialTextureB[id].a /= weightSum; } }