/* =========================================================================== Copyright (C) 2019-2020 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 . =========================================================================== */ // depth sprite vertex and pixel shaders cbuffer VertexShaderBuffer { matrix modelViewMatrix; matrix projectionMatrix; float4 clipPlane; }; struct VIn { float4 position : POSITION; float4 color : COLOR0; float2 texCoords : TEXCOORD0; }; struct VOut { float4 position : SV_Position; float4 color : COLOR0; float2 texCoords : TEXCOORD0; float2 proj2232 : TEXCOORD1; float depthVS : DEPTHVS; float clipDist : SV_ClipDistance0; }; VOut vs_main(VIn input) { float4 positionVS = mul(modelViewMatrix, float4(input.position.xyz, 1)); VOut output; output.position = mul(projectionMatrix, positionVS); output.color = input.color; output.texCoords = input.texCoords; output.proj2232 = float2(-projectionMatrix[2][2], projectionMatrix[2][3]); output.depthVS = -positionVS.z; output.clipDist = dot(positionVS, clipPlane); return output; } cbuffer PixelShaderBuffer { uint alphaTest; float distance; float offset; float dummy; float4 colorScale; float4 colorBias; }; Texture2D texture0 : register(t0); SamplerState sampler0 : register(s0); Texture2DMS textureDepth; /* f = far clip plane distance n = near clip plane distance exp = exponential depth value (as stored in the Z-buffer) 2 * f * n B linear(exp) = ----------------------- = ------- (f + n) - exp * (f - n) exp - A f + n -2 * f * n with A = ----- and B = ---------- f - n f - n */ float LinearDepth(float zwDepth, float proj22, float proj32) { return proj32 / (zwDepth - proj22); } float Contrast(float d, float power) { bool aboveHalf = d > 0.5; float base = saturate(2.0 * (aboveHalf ? (1.0 - d) : d)); float r = 0.5 * pow(base, power); return aboveHalf ? (1.0 - r) : r; } float4 ps_main(VOut input, uint sampleIndex : SV_SampleIndex) : SV_TARGET { float4 r = input.color * texture0.Sample(sampler0, input.texCoords); if((alphaTest == 1 && r.a == 0.0) || (alphaTest == 2 && r.a >= 0.5) || (alphaTest == 3 && r.a < 0.5)) discard; float zwDepth = textureDepth.Load(input.position.xy, sampleIndex).x; float depthS = LinearDepth(zwDepth, input.proj2232.x, input.proj2232.y); float depthP = input.depthVS - offset; float scale = Contrast((depthS - depthP) * distance, 2.0); float4 r2 = lerp(r * colorScale + colorBias, r, scale); return r2; }