/* =========================================================================== 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 . =========================================================================== */ // fog volume (AABB) rendering - shared code struct VOut { float4 position : SV_Position; float2 proj2232 : TEXCOORD0; float depthVS : DEPTHVS; }; #ifdef VERTEX_SHADER cbuffer RootConstants { matrix modelViewMatrix; matrix projectionMatrix; float4 boxMin; float4 boxMax; }; VOut vs(float3 positionOS : POSITION) { float3 positionWS = boxMin.xyz + positionOS * (boxMax.xyz - boxMin.xyz); float4 positionVS = mul(modelViewMatrix, float4(positionWS, 1)); VOut output; output.position = mul(projectionMatrix, positionVS); output.proj2232 = float2(-projectionMatrix[2][2], projectionMatrix[2][3]); output.depthVS = -positionVS.z; return output; } #endif #ifdef PIXEL_SHADER cbuffer RootConstants { float4 colorDepth; }; Texture2D depthTexture : register(t0); #endif