/* =========================================================================== 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: final blend pass #include "common.hlsli" #include "fullscreen.hlsli" #include "gatherdof.hlsli" cbuffer RootConstants : register(b0) { uint nearTextureIndex; uint farTextureIndex; uint nearCocTextureIndex; // @TODO: remove uint farCocTextureIndex; uint sharpTextureIndex; uint samplerIndex; // point/clamp }; float4 ps(VOut input) : SV_Target { SamplerState samplerState = SamplerDescriptorHeap[samplerIndex]; Texture2D nearColorTexture = ResourceDescriptorHeap[nearTextureIndex]; Texture2D farColorTexture = ResourceDescriptorHeap[farTextureIndex]; Texture2D farCocTexture = ResourceDescriptorHeap[farCocTextureIndex]; Texture2D sharpTexture = ResourceDescriptorHeap[sharpTextureIndex]; float4 nearColor = nearColorTexture.Sample(samplerState, input.texCoords); float4 farColor = farColorTexture.Sample(samplerState, input.texCoords); float nearCoc = saturate(nearColor.a); float farCoc = farCocTexture.Sample(samplerState, input.texCoords); float4 sharp = sharpTexture.Sample(samplerState, input.texCoords); float3 color = lerp(sharp.rgb, farColor.rgb, farCoc); color = lerp(color, nearColor.rgb, nearCoc); float4 result = float4(color, 1.0); return result; }