mirror of https://bitbucket.org/CPMADevs/cnq3
182 lines
5.3 KiB
HLSL
182 lines
5.3 KiB
HLSL
/*
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===========================================================================
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Copyright (C) 2024 Gian 'myT' Schellenbaum
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This file is part of Challenge Quake 3 (CNQ3).
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Challenge Quake 3 is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Challenge Quake 3 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Challenge Quake 3. If not, see <https://www.gnu.org/licenses/>.
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===========================================================================
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*/
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// generic shader for the prepass of opaque surfaces
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#include "common.hlsli"
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#include "alpha_test.h.hlsli"
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#include "scene_view.h.hlsli"
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cbuffer RootConstants
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{
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matrix modelViewMatrix;
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matrix modelMatrix;
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matrix prevModelMatrix;
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float normalMatrix0;
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float normalMatrix1;
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float normalMatrix2;
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float normalMatrix3;
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float normalMatrix4;
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float normalMatrix5;
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float normalMatrix6;
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float normalMatrix7;
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float normalMatrix8;
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float motionBlurScale;
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uint textureIndex;
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uint samplerIndex;
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uint alphaTest;
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uint motionBlurMode;
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};
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struct VIn
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{
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float3 position : POSITION;
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float3 normal : NORMAL;
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float2 texCoords : TEXCOORD0;
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float4 color : COLOR0;
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};
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struct VOut
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{
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float4 position : SV_Position;
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float4 currPosition : CURRPOSITION;
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float4 prevPosition : PREVPOSITION;
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float4 prevPositionMB : PREVPOSITIONMB;
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#if BARYCENTRICS
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nointerpolation float3 normalWS : NORMALWS;
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nointerpolation float3 positionWS : POSITIONWS;
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#else
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float3 normalWS : NORMALWS;
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float3 positionWS : POSITIONWS;
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#endif
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float2 texCoords : TEXCOORD0;
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float4 color : COLOR0;
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float clipDist : SV_ClipDistance0;
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};
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VOut vs(VIn input)
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{
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SceneView scene = GetSceneView();
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float4 positionOS = float4(input.position, 1);
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float4 positionWS = mul(modelMatrix, positionOS);
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float4 positionVS = mul(modelViewMatrix, float4(input.position, 1));
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float4 prevPositionWS = mul(prevModelMatrix, positionOS);
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float3x3 normalMatrix = float3x3(
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normalMatrix0, normalMatrix3, normalMatrix6,
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normalMatrix1, normalMatrix4, normalMatrix7,
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normalMatrix2, normalMatrix5, normalMatrix8);
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float4 currPosition = mul(scene.projectionMatrix, positionVS);
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float4 prevPosition = mul(scene.prevViewProjMatrix, prevPositionWS);
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float4 prevPositionMB;
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if(motionBlurMode == 1)
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{
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// camera only, ignore previous model matrix
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prevPositionMB = mul(scene.prevViewProjMatrix, positionWS);
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}
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else if(motionBlurMode == 2)
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{
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// object only, ignore previous view & projection matrices
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prevPositionMB = mul(scene.projectionMatrix, mul(scene.viewMatrix, prevPositionWS));
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}
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else
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{
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// both combined
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prevPositionMB = prevPosition;
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}
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VOut output;
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output.position = currPosition;
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output.currPosition = currPosition;
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output.prevPosition = prevPosition;
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output.prevPositionMB = prevPositionMB;
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output.normalWS = mul(normalMatrix, input.normal);
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output.positionWS = positionWS.xyz;
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output.texCoords = input.texCoords;
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output.color = input.color;
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output.clipDist = dot(positionVS, scene.clipPlane);
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return output;
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}
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struct POut
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{
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float2 normal : SV_Target0;
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float2 motionVector : SV_Target1;
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float2 motionVectorMB : SV_Target2;
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float4 shadingPosition : SV_Target3;
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};
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#if BARYCENTRICS
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POut ps(VOut input, float3 barycentrics : SV_Barycentrics)
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#else
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POut ps(VOut input)
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#endif
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{
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if(alphaTest != ATEST_NONE)
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{
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Texture2D texture0 = ResourceDescriptorHeap[textureIndex];
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SamplerState sampler0 = ResourceDescriptorHeap[samplerIndex];
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float4 dst = texture0.Sample(sampler0, input.texCoords) * input.color;
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if(FailsAlphaTest(dst.a, alphaTest))
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{
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discard;
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}
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}
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#if BARYCENTRICS
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float3 p0 = GetAttributeAtVertex(input.positionWS, 0);
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float3 p1 = GetAttributeAtVertex(input.positionWS, 1);
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float3 p2 = GetAttributeAtVertex(input.positionWS, 2);
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float3 position = barycentrics.x * p0 + barycentrics.y * p1 + barycentrics.z * p2;
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float3 n0 = GetAttributeAtVertex(input.normalWS, 0);
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float3 n1 = GetAttributeAtVertex(input.normalWS, 1);
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float3 n2 = GetAttributeAtVertex(input.normalWS, 2);
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float3 normal = barycentrics.x * n0 + barycentrics.y * n1 + barycentrics.z * n2;
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float3 pos[3] = { p0, p1, p2 };
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float3 nor[3] = { n0, n1, n2 };
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float3 shadingPosition = GetShadingPosition(position, normal, pos, nor, barycentrics);
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shadingPosition += 0.01 * normal;
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float3 dist3 = saturate(abs(shadingPosition - position));
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float dist = saturate(distance(shadingPosition, position));
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float positionDelta = asfloat(PackColor(float4(dist3, dist)));
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#else
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float3 normal = input.normalWS;
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float3 shadingPosition = input.positionWS + 0.01 * normal;
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float positionDelta = asfloat(0);
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#endif
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float2 currPosTC = NDCToTC(input.currPosition.xy / input.currPosition.w);
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float2 prevPosTC = NDCToTC(input.prevPosition.xy / input.prevPosition.w);
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float2 prevPosMBTC = NDCToTC(input.prevPositionMB.xy / input.prevPositionMB.w);
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POut output;
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output.normal = OctEncode(normalize(normal));
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output.motionVector = currPosTC - prevPosTC;
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output.motionVectorMB = (currPosTC - prevPosMBTC) * motionBlurScale;
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output.shadingPosition = float4(shadingPosition, positionDelta);
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return output;
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}
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