/* =========================================================================== Copyright (C) 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 . =========================================================================== */ // linearizes raw depth buffer values for visualization #include "common.hlsli" #include "fullscreen.hlsli" cbuffer RootConstants { uint depthTextureIndex; float linearDepthA; float linearDepthB; float zFarInv; }; float4 ps(VOut input) : SV_Target { Texture2D depthTexture = ResourceDescriptorHeap[depthTextureIndex]; uint3 tc = uint3(input.position.xy, 0); float depthZW = depthTexture.Load(tc); float depth = LinearDepth(depthZW, linearDepthA, linearDepthB); float depth01 = depth * zFarInv; float4 result = float4(depth01.xxx, 1); return result; }