/* =========================================================================== 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 . =========================================================================== */ // motion blur packing of scaled velocities and linear depth into a full-screen texture #include "common.hlsli" #include "fullscreen.hlsli" #include "scene_view.h.hlsli" cbuffer RootConstants { float motionScale; float maxRadiusPx; }; uint2 ps(VOut input) : SV_Target { SceneView scene = GetSceneView(); Texture2D depthTexture = ResourceDescriptorHeap[scene.depthTextureIndex]; float2 textureSize = float2(GetTextureSize(depthTexture)); uint3 tc = uint3(input.texCoords * textureSize, 0); float depthZW = depthTexture.Load(tc); float linearDepth01 = scene.LinearDepth(depthZW) / scene.zFar; Texture2D motionTexture = ResourceDescriptorHeap[scene.motionVectorMBTextureIndex]; float2 motionTC = motionTexture.Load(tc) * motionScale; float2 motionPx = motionTC * textureSize; float motionLengthPx = length(motionPx); if(motionLengthPx > maxRadiusPx) { motionTC *= maxRadiusPx / motionLengthPx; } uint motionPacked = PackHalf2(motionTC); uint2 result = uint2(motionPacked, asuint(linearDepth01)); return result; }