/*
===========================================================================
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 .
===========================================================================
*/
// fog volume (AABB) seen from inside
#include "common.hlsli"
#include "fog.hlsli"
#if PIXEL_SHADER
float4 ps(VOut input) : SV_Target
{
Texture2D depthTexture = ResourceDescriptorHeap[depthTextureIndex];
float depthZW = depthTexture.Load(int3(input.position.xy, 0));
float depthBuff = LinearDepth(depthZW, linearDepthA, linearDepthB);
float depthFrag = input.depthVS;
float depthMin = min(depthBuff, depthFrag);
float fogOpacity = saturate(depthMin / depth);
float4 result = float4(color.rgb, fogOpacity);
return result;
}
#endif