cnq3/code/renderer/hlsl/fog_inside.hlsl
myT 3b6a3a5019 added D3D12 rendering and removed D3D11, GL2, GL3
don't track .user files except for cnq3 and cnq3-server

disabled FPS hack

disabled FPS hack, part 2
2023-11-12 01:32:58 +01:00

47 lines
1.5 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) seen from inside
#include "shared.hlsli"
#include "fog.hlsli"
#if PIXEL_SHADER
float4 ps(VOut input) : SV_Target
{
float zwDepth = depthTexture.Load(int3(input.position.xy, 0)).x;
float depthBuff = LinearDepth(zwDepth, input.proj2232.x, input.proj2232.y);
float depthFrag = input.depthVS;
float depth = min(depthBuff, depthFrag);
float fogOpacity = saturate(depth / colorDepth.w);
return float4(colorDepth.rgb, fogOpacity);
// depth test debugging
//return depthFrag <= depthBuff ? float4(0, 1, 0, 1) : float4(1, 0, 0, 1);
// depth linearization debugging
//return float4(0, abs(depthBuff - depthFrag) < 1 ? 1 : 0, 0, 1);
}
#endif