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3b6a3a5019
don't track .user files except for cnq3 and cnq3-server disabled FPS hack disabled FPS hack, part 2
68 lines
1.7 KiB
HLSL
68 lines
1.7 KiB
HLSL
/*
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===========================================================================
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Copyright (C) 2023 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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// SMAA pass #3: neighborhood blending
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cbuffer RootConstants
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{
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float4 rtMetrics;
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};
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#include "smaa.hlsli"
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struct VOut
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{
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float4 position : SV_Position;
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float2 texCoords : TEXCOORD0;
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float4 offsets : TEXCOORD1;
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};
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#if SMAA_INCLUDE_VS
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VOut vs(uint id : SV_VertexID)
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{
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VOut output;
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output.position.x = (float)(id / 2) * 4.0 - 1.0;
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output.position.y = (float)(id % 2) * 4.0 - 1.0;
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output.position.z = 0.0;
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output.position.w = 1.0;
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output.texCoords.x = (float)(id / 2) * 2.0;
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output.texCoords.y = 1.0 - (float)(id % 2) * 2.0;
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SMAANeighborhoodBlendingVS(output.texCoords, output.offsets);
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return output;
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}
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#endif
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#if SMAA_INCLUDE_PS
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Texture2D inputTex : register(t0);
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Texture2D blendTex : register(t4);
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float4 ps(VOut input) : SV_Target
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{
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return SMAANeighborhoodBlendingPS(input.texCoords, input.offsets, inputTex, blendTex);
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}
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#endif
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