/* =========================================================================== 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 . =========================================================================== */ // decodes the per-axis differences between geometry and shading positions #include "common.hlsli" #include "fullscreen.hlsli" cbuffer RootConstants { uint textureIndex; uint coloredDelta; }; float4 ps(VOut input) : SV_Target { Texture2D positionTexture = ResourceDescriptorHeap[textureIndex]; uint3 tc = uint3(input.position.xy, 0); float delta = positionTexture.Load(tc).w; float4 unpacked = UnpackColor(asuint(delta)); float3 color = coloredDelta > 0 ? unpacked.rgb : unpacked.aaa; float4 result = float4(color, 1); return result; }