/* =========================================================================== 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: field split and CoC generation #include "common.hlsli" #include "gatherdof.hlsli" cbuffer RootConstants : register(b0) { uint depthTextureIndex; uint colorTextureIndex; uint nearColorTextureIndex; uint farColorTextureIndex; uint nearCocTextureIndex; uint farCocTextureIndex; float linearDepthA; float linearDepthB; float focusNearMin; float focusNearMax; float focusFarMin; float focusFarMax; float brightnessScale; }; [numthreads(8, 8, 1)] void cs(uint3 dtid : SV_DispatchThreadID) { uint2 tc = dtid.xy; Texture2D colorTexture = ResourceDescriptorHeap[colorTextureIndex]; uint width, height, levels; colorTexture.GetDimensions(0, width, height, levels); if(any(dtid.xy >= uint2(width, height))) { return; } Texture2D depthTexture = ResourceDescriptorHeap[depthTextureIndex]; RWTexture2D nearColorTexture = ResourceDescriptorHeap[nearColorTextureIndex]; RWTexture2D farColorTexture = ResourceDescriptorHeap[farColorTextureIndex]; RWTexture2D nearCocTexture = ResourceDescriptorHeap[nearCocTextureIndex]; RWTexture2D farCocTexture = ResourceDescriptorHeap[farCocTextureIndex]; float4 color = colorTexture[tc]; float depthZW = depthTexture[tc]; float depth = LinearDepth(depthZW, linearDepthA, linearDepthB); float coc = CircleOfConfusion(depth, focusNearMin, focusNearMax, focusFarMin, focusFarMax); float nearCoc = max(-coc, 0.0); float farCoc = max(coc, 0.0); float brightnessWeight = 1.0 + brightnessScale * Brightness(color.rgb); float farWeight = farCoc * brightnessWeight; float4 nearColor = float4(color.rgb, nearCoc); float4 farColor = float4(color.rgb * farWeight, farWeight); nearColorTexture[tc] = nearColor; farColorTexture[tc] = farColor; nearCocTexture[tc] = nearCoc; farCocTexture[tc] = farCoc; }