mirror of
https://bitbucket.org/CPMADevs/cnq3
synced 2024-11-10 06:31:48 +00:00
a76dba5cfb
- brightness-corrected ImGUI drawing - upgraded shader code to HLSL 2021 - vertex normals drawing
44 lines
1.4 KiB
HLSL
44 lines
1.4 KiB
HLSL
/*
|
|
===========================================================================
|
|
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 <https://www.gnu.org/licenses/>.
|
|
===========================================================================
|
|
*/
|
|
// decodes the per-axis differences between geometry and shading positions
|
|
|
|
|
|
#include "common.hlsli"
|
|
#include "fullscreen.hlsli"
|
|
|
|
|
|
cbuffer RootConstants
|
|
{
|
|
uint textureIndex;
|
|
uint coloredDelta;
|
|
};
|
|
|
|
float4 ps(VOut input) : SV_Target
|
|
{
|
|
Texture2D positionTexture = ResourceDescriptorHeap[textureIndex];
|
|
uint3 tc = uint3(input.position.xy, 0);
|
|
float delta = positionTexture.Load(tc).w;
|
|
float4 unpacked = UnpackColor(asuint(delta));
|
|
float3 color = coloredDelta > 0 ? unpacked.rgb : unpacked.aaa;
|
|
float4 result = float4(color, 1);
|
|
|
|
return result;
|
|
}
|