mirror of
https://bitbucket.org/CPMADevs/cnq3
synced 2024-11-10 06:31:48 +00:00
30150e889e
fixed depth linearization
69 lines
2 KiB
HLSL
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;
|
|
}
|