mirror of
https://bitbucket.org/CPMADevs/cnq3
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53 lines
1.5 KiB
HLSL
53 lines
1.5 KiB
HLSL
/*
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===========================================================================
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Copyright (C) 2024 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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// fog volume (AABB) rendering - shared code
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cbuffer RootConstants
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{
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matrix modelViewMatrix;
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matrix projectionMatrix;
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float4 boxMin;
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float4 boxMax;
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float4 color;
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float depth;
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float linearDepthA;
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float linearDepthB;
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uint depthTextureIndex;
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};
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struct VOut
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{
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float4 position : SV_Position;
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float depthVS : DEPTHVS;
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};
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VOut vs(float3 positionOS : POSITION)
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{
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float3 positionWS = boxMin.xyz + positionOS * (boxMax.xyz - boxMin.xyz);
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float4 positionVS = mul(modelViewMatrix, float4(positionWS, 1));
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VOut output;
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output.position = mul(projectionMatrix, positionVS);
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output.depthVS = -positionVS.z;
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return output;
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}
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