/* =========================================================================== 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 . =========================================================================== */ // colorizes motion vectors for debugging #include "common.hlsli" #include "fullscreen.hlsli" cbuffer RootConstants { uint textureIndex; }; float4 ps(VOut input) : SV_Target { Texture2D motionTexture = ResourceDescriptorHeap[textureIndex]; float2 size = float2(GetTextureSize(motionTexture)); float scale = size.y / size.x; // correct for aspect ratio uint3 tc = uint3(input.position.xy, 0); float2 raw = motionTexture.Load(tc); float2 display = abs(raw) * 50.0 * scale; float4 result = float4(display, 0, 1); return result; }