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

86 lines
3.2 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: accumulates in-scattered ambient light
#include "common.hlsli"
#include "scene_view.h.hlsli"
cbuffer RootConstants
{
float3 centerPosition;
uint materialTextureAIndex;
float3 worldScale;
uint scatterExtTextureIndex;
uint ambientLightTextureAIndex;
uint ambientLightTextureBIndex;
uint ambientSamplerIndex;
uint isLightGridAvailable;
}
[numthreads(4, 4, 4)]
void cs(uint3 id : SV_DispatchThreadID)
{
RWTexture3D<float4> scatterExtTexture = ResourceDescriptorHeap[scatterExtTextureIndex];
uint3 textureSize = GetTextureSize(scatterExtTexture);
if(any(id >= textureSize))
{
return;
}
if(isLightGridAvailable != 0)
{
SceneView scene = GetSceneView();
RWTexture3D<float4> materialTextureA = ResourceDescriptorHeap[materialTextureAIndex];
Texture3D ambientLightTextureA = ResourceDescriptorHeap[ambientLightTextureAIndex];
Texture3D ambientLightTextureB = ResourceDescriptorHeap[ambientLightTextureBIndex];
SamplerState ambientSampler = SamplerDescriptorHeap[ambientSamplerIndex];
float3 ambientTextureSize = float3(GetTextureSize(ambientLightTextureA));
float3 positionWS = scene.FroxelIndexToWorldSpace(id, textureSize);
float3 normalWS = normalize(scene.cameraPosition - positionWS);
float4 scatterAbs = materialTextureA[id];
float3 scattering = scatterAbs.rgb;
float extinction = Brightness(scattering) + scatterAbs.a;
float3 ambientTC = AABoxWorldSpaceToTC(positionWS, centerPosition, ambientTextureSize, worldScale);
float4 ambientA = ambientLightTextureA.SampleLevel(ambientSampler, ambientTC, 0);
float4 ambientB = ambientLightTextureB.SampleLevel(ambientSampler, ambientTC, 0);
float3 ambientColor = AmbientColor(ambientA, ambientB, normalWS, scene.ambientColor);
float3 inScattering = scattering * ambientColor * scene.ambientIntensity;
scatterExtTexture[id] = float4(inScattering, extinction);
}
else
{
SceneView scene = GetSceneView();
RWTexture3D<float4> materialTextureA = ResourceDescriptorHeap[materialTextureAIndex];
float3 positionWS = scene.FroxelIndexToWorldSpace(id, textureSize);
float3 normalWS = normalize(scene.cameraPosition - positionWS);
float4 scatterAbs = materialTextureA[id];
float3 scattering = scatterAbs.rgb;
float extinction = Brightness(scattering) + scatterAbs.a;
float3 inScattering = scattering * scene.ambientColor * scene.ambientIntensity;
scatterExtTexture[id] = float4(inScattering, extinction);
}
}