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

49 lines
1.5 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: normalize the Henyey-Greenstein anisotropy factor g
#include "common.hlsli"
cbuffer RootConstants
{
uint materialTextureBIndex;
uint materialTextureCIndex;
}
[numthreads(4, 4, 4)]
void cs(uint3 id : SV_DispatchThreadID)
{
RWTexture3D<float4> materialTextureB = ResourceDescriptorHeap[materialTextureBIndex];
uint3 textureSize = GetTextureSize(materialTextureB);
if(any(id >= textureSize))
{
return;
}
RWTexture3D<float> materialTextureC = ResourceDescriptorHeap[materialTextureCIndex];
float weightSum = materialTextureC[id];
if(weightSum > 0.0)
{
materialTextureB[id].a /= weightSum;
}
}