/* =========================================================================== 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: near-field circle of confusion tile dilation #include "common.hlsli" #include "gatherdof.hlsli" cbuffer RootConstants : register(b0) { uint inputTextureIndex; uint outputTextureIndex; uint samplerIndex; // point/clamp }; [numthreads(8, 8, 1)] void cs(uint3 dtid : SV_DispatchThreadID) { uint2 tc = dtid.xy; RWTexture2D outputTexture = ResourceDescriptorHeap[outputTextureIndex]; uint width, height; outputTexture.GetDimensions(width, height); if(any(dtid.xy >= uint2(width, height))) { return; } Texture2D inputTexture = ResourceDescriptorHeap[inputTextureIndex]; SamplerState samplerState = SamplerDescriptorHeap[samplerIndex]; float2 tcShifted = float2(tc) + float2(0.5, 0.5); float2 pixelSize = float2(1, 1) / float2(width, height); float maxCoc = 0.0; for(int y = -1; y <= 1; y++) { for(int x = -1; x <= 1; x++) { float2 tc01 = (tcShifted + float2(x, y)) * pixelSize; float coc = inputTexture.SampleLevel(samplerState, tc01, 0); maxCoc = max(maxCoc, coc); } } outputTexture[tc] = maxCoc; }