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

77 lines
2.3 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/>.
===========================================================================
*/
// volumetric lighting: inject fog into the material textures
#include "common.hlsli"
#include "scene_view.h.hlsli"
#define VOXEL_SUPERSAMPLING_1X
#include "vl_common.h.hlsli"
cbuffer RootConstants
{
FogVolume fog;
float time;
uint materialTextureAIndex;
uint materialTextureBIndex;
uint materialTextureCIndex;
}
[numthreads(4, 4, 4)]
void cs(uint3 id : SV_DispatchThreadID)
{
RWTexture3D<float4> materialTextureA = ResourceDescriptorHeap[materialTextureAIndex];
uint3 textureSize = GetTextureSize(materialTextureA);
if(any(id >= textureSize))
{
return;
}
RWTexture3D<float4> materialTextureB = ResourceDescriptorHeap[materialTextureBIndex];
RWTexture3D<float> materialTextureC = ResourceDescriptorHeap[materialTextureCIndex];
SceneView scene = GetSceneView();
float3 textureSizeF = float3(textureSize);
float3 tcBase = (float3(id) + float3(0.5, 0.5, 0.5)) / textureSizeF;
float scale = 0.0;
float counter = 0.0;
for(int s = 0; s < VoxelSampleCount; s++)
{
float3 tcOffset = VoxelSamples[s] / textureSizeF;
float3 tc = tcBase + tcOffset;
float3 position = scene.FroxelTCToWorldSpace(tc, textureSizeF);
if(fog.IsPointInside(position))
{
scale += fog.DensityAt(position, time);
counter += 1.0;
}
}
if(scale > 0.0 && counter > 0.0)
{
scale /= counter;
materialTextureA[id] += float4(fog.scatter * scale, fog.absorption * scale);
materialTextureB[id] += float4(fog.emissive * scale, fog.anisotropy);
materialTextureC[id] += 1.0;
}
}