/* =========================================================================== 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) seen from inside #include "shared.hlsli" #include "fog.hlsli" #if PIXEL_SHADER float4 ps(VOut input) : SV_Target { float zwDepth = depthTexture.Load(int3(input.position.xy, 0)).x; float depthBuff = LinearDepth(zwDepth, input.proj2232.x, input.proj2232.y); float depthFrag = input.depthVS; float depth = min(depthBuff, depthFrag); float fogOpacity = saturate(depth / colorDepth.w); return float4(colorDepth.rgb, fogOpacity); // depth test debugging //return depthFrag <= depthBuff ? float4(0, 1, 0, 1) : float4(1, 0, 0, 1); // depth linearization debugging //return float4(0, abs(depthBuff - depthFrag) < 1 ? 1 : 0, 0, 1); } #endif