cnq3/code/renderer/shaders/crp/gatherdof_fill.hlsl

77 lines
2.6 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: max blur post-filter to combat undersampling
#include "common.hlsli"
#include "gatherdof.hlsli"
cbuffer RootConstants : register(b0)
{
uint nearInputTextureIndex;
uint nearOutputTextureIndex;
uint farInputTextureIndex;
uint farOutputTextureIndex;
uint samplerIndex; // point/clamp
};
[numthreads(8, 8, 1)]
void cs(uint3 dtid : SV_DispatchThreadID)
{
uint2 tc = dtid.xy;
RWTexture2D<float4> nearOutputTexture = ResourceDescriptorHeap[nearOutputTextureIndex];
RWTexture2D<float4> farOutputTexture = ResourceDescriptorHeap[farOutputTextureIndex];
uint width, height, levels;
nearOutputTexture.GetDimensions(width, height);
if(any(dtid.xy >= uint2(width, height)))
{
return;
}
SamplerState samplerState = SamplerDescriptorHeap[samplerIndex];
Texture2D nearInputTexture = ResourceDescriptorHeap[nearInputTextureIndex];
Texture2D farInputTexture = ResourceDescriptorHeap[farInputTextureIndex];
float2 tc01 = (float2(tc) + float2(0.5, 0.5)) / float2(width, height);
float2 pixelSize = float2(1, 1) / float2(width, height);
float4 nearFilled = float4(0, 0, 0, 0);
float4 farFilled = float4(0, 0, 0, 0);
for(int y = -1; y <= 1; y++)
{
for(int x = -1; x <= 1; x++)
{
float2 tcSample01 = tc01 + float2(x, y) * pixelSize;
float4 nearSample = nearInputTexture.SampleLevel(samplerState, tcSample01, 0);
float4 farSample = farInputTexture.SampleLevel(samplerState, tcSample01, 0);
nearFilled = max(nearFilled, nearSample);
farFilled = max(farFilled, farSample);
}
}
// make sure to keep the original blend factors
nearFilled.a = nearInputTexture.Load(uint3(tc.x, tc.y, 0)).a;
farFilled.a = farInputTexture.Load(uint3(tc.x, tc.y, 0)).a;
nearOutputTexture[tc] = nearFilled;
farOutputTexture[tc] = farFilled;
}