/* =========================================================================== 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