/* =========================================================================== Copyright (C) 2023-2024 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 . =========================================================================== */ // gather depth of field: debug overlay #include "common.hlsli" #include "fullscreen.hlsli" #include "gatherdof.hlsli" #include "dof.hlsli" cbuffer RootConstants : register(b0) { uint colorTextureIndex; uint depthTextureIndex; uint debugMode; float linearDepthA; float linearDepthB; float focusNearMin; float focusNearMax; float focusFarMin; float focusFarMax; float focusDist; }; float4 ps(VOut input) : SV_Target { Texture2D colorTexture = ResourceDescriptorHeap[colorTextureIndex]; Texture2D depthTexture = ResourceDescriptorHeap[depthTextureIndex]; uint3 tc = uint3(input.position.x, input.position.y, 0); float3 color = colorTexture.Load(tc).rgb; float depthZW = depthTexture.Load(tc); float depth = LinearDepth(depthZW, linearDepthA, linearDepthB); float coc = CircleOfConfusion(depth, focusNearMin, focusNearMax, focusFarMin, focusFarMax); float nearField = coc < 0.0; float4 result; if(debugMode == 1) { result = DOF_DebugCoc(color, nearField, saturate(-coc), saturate(coc)); } else if(debugMode == 2) { result = DOF_DebugFocusPlane(color, nearField); } else { result = float4(color, 1); } return result; }