/* =========================================================================== 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 . =========================================================================== */ // accumulation depth of field: normalization pass #include "common.hlsli" cbuffer RootConstants { uint textureIndex; }; struct VOut { float4 position : SV_Position; }; #if VERTEX_SHADER VOut vs(uint id : SV_VertexID) { VOut output; output.position = FSTrianglePosFromVertexId(id); return output; } #endif #if PIXEL_SHADER float4 ps(VOut input) : SV_Target { Texture2D texture0 = ResourceDescriptorHeap[textureIndex]; int2 tc = int2(input.position.xy); float4 sum = texture0.Load(int3(tc.x, tc.y, 0)); float3 color = saturate(sum.rgb / sum.a); float4 result = float4(color, 1); return result; } #endif