/* =========================================================================== Copyright (C) 2023 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 . =========================================================================== */ // helper functions used by multiple shader files float4 MakeGreyscale(float4 input, float amount) { float grey = dot(input.rgb, float3(0.299, 0.587, 0.114)); float4 result = lerp(input, float4(grey, grey, grey, input.a), amount); return result; } /* f = far clip plane distance n = near clip plane distance exp = exponential depth value (as stored in the Z-buffer) 2 * f * n B linear(exp) = ----------------------- = ------- (f + n) - exp * (f - n) exp - A f + n -2 * f * n with A = ----- and B = ---------- f - n f - n */ float LinearDepth(float zwDepth, float proj22, float proj32) { return proj32 / (zwDepth - proj22); } // this is from Morgan McGuire's "Hashed Alpha Testing" paper float Hash(float2 input) { return frac(1.0e4 * sin(17.0 * input.x + 0.1 * input.y) + (0.1 + abs(sin(13.0 * input.y + input.x)))); } float LinearColor(float color, float invBrightness, float invGamma) { return pow(abs(color * invBrightness), invGamma) * sign(color); } float4 Dither(float4 color, float3 position, float seed, float noiseScale, float invBrightness, float invGamma) { float2 newSeed = position.xy + float2(0.6849, 0.6849) * seed + float2(position.z, position.z); float noise = (noiseScale / 255.0) * LinearColor(Hash(newSeed) - 0.5, invBrightness, invGamma); return color + float4(noise, noise, noise, 0.0); }