cnq3/code/renderer/shaders/crp/gatherdof_debug.hlsl
myT 30150e889e added sunlight and volumetric lighting
fixed depth linearization
2024-03-29 04:19:38 +01:00

69 lines
2 KiB
HLSL

/*
===========================================================================
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 <https://www.gnu.org/licenses/>.
===========================================================================
*/
// gather depth of field: debug overlay
#include "common.hlsli"
#include "fullscreen.hlsli"
#include "gatherdof.hlsli"
#include "dof.hlsli"
#include "scene_view.h.hlsli"
cbuffer RootConstants : register(b0)
{
uint colorTextureIndex;
uint depthTextureIndex;
uint debugMode;
float focusNearMin;
float focusNearMax;
float focusFarMin;
float focusFarMax;
float focusDist;
};
float4 ps(VOut input) : SV_Target
{
SceneView scene = GetSceneView();
Texture2D colorTexture = ResourceDescriptorHeap[colorTextureIndex];
Texture2D<float> depthTexture = ResourceDescriptorHeap[depthTextureIndex];
uint3 tc = uint3(input.position.x, input.position.y, 0);
float3 color = colorTexture.Load(tc).rgb;
float depthZW = depthTexture.Load(tc);
float depth = scene.LinearDepth(depthZW);
float coc = CircleOfConfusion(depth, focusNearMin, focusNearMax, focusFarMin, focusFarMax);
float nearField = coc < 0.0;
float4 result;
if(debugMode == 1)
{
result = DOF_DebugCoc(color, nearField, saturate(-coc), saturate(coc));
}
else if(debugMode == 2)
{
result = DOF_DebugFocusPlane(color, nearField);
}
else
{
result = float4(color, 1);
}
return result;
}