/* =========================================================================== Copyright (C) 2019 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; 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.depthVS = -positionVS.z; output.clipDist = dot(positionVS, clipPlane); return output; } cbuffer PixelShaderBuffer { uint alphaTest; float proj22; float proj32; float additive; float distance; float offset; uint dummy0; uint dummy1; }; Texture2D texture0 : register(t0); SamplerState sampler0 : register(s0); Texture2DMS textureDepth; float LinearDepth(float zwDepth) { 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) : 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 depthS = LinearDepth(textureDepth.Load(input.position.xy, 0).x); float depthP = input.depthVS - offset; float scale = Contrast((depthS - depthP) * distance, 2.0); float scaleColor = max(scale, 1.0 - additive); float scaleAlpha = max(scale, additive); float4 r2 = float4(r.rgb * scaleColor, r.a * scaleAlpha); return r2; }