cnq3/code/renderer/shaders/grp/fog.hlsli

67 lines
1.6 KiB
HLSL

/*
===========================================================================
Copyright (C) 2023 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/>.
===========================================================================
*/
// fog volume (AABB) rendering - shared code
struct VOut
{
float4 position : SV_Position;
float2 proj2232 : TEXCOORD0;
float depthVS : DEPTHVS;
};
#ifdef VERTEX_SHADER
cbuffer RootConstants
{
matrix modelViewMatrix;
matrix projectionMatrix;
float4 boxMin;
float4 boxMax;
};
VOut vs(float3 positionOS : POSITION)
{
float3 positionWS = boxMin.xyz + positionOS * (boxMax.xyz - boxMin.xyz);
float4 positionVS = mul(modelViewMatrix, float4(positionWS, 1));
VOut output;
output.position = mul(projectionMatrix, positionVS);
output.proj2232 = float2(-projectionMatrix[2][2], projectionMatrix[2][3]);
output.depthVS = -positionVS.z;
return output;
}
#endif
#ifdef PIXEL_SHADER
cbuffer RootConstants
{
float4 colorDepth;
};
Texture2D depthTexture : register(t0);
#endif