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

92 lines
2.7 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/>.
===========================================================================
*/
// helper functions used by multiple shader files
#if !defined(DISABLE_PRAGMA_ONCE)
#pragma once
#endif
float4 MakeGreyscale(float4 input, float amount)
{
float grey = dot(input.rgb, float3(0.299, 0.587, 0.114));
float4 result = lerp(input, float4(grey, grey, grey, input.a), amount);
return result;
}
/*
f = far clip plane distance
n = near clip plane distance
exp = exponential depth value (as stored in the Z-buffer)
2 * f * n B
linear(exp) = ----------------------- = -------
(f + n) - exp * (f - n) exp - A
f + n -2 * f * n
with A = ----- and B = ----------
f - n f - n
*/
float LinearDepth(float zwDepth, float proj22, float proj32)
{
return proj32 / (zwDepth - proj22);
}
// this is from Morgan McGuire's "Hashed Alpha Testing" paper
float Hash(float2 input)
{
return frac(1.0e4 * sin(17.0 * input.x + 0.1 * input.y) + (0.1 + abs(sin(13.0 * input.y + input.x))));
}
float LinearColor(float color, float invBrightness, float invGamma)
{
return pow(abs(color * invBrightness), invGamma) * sign(color);
}
float4 Dither(float4 color, float3 position, float seed, float noiseScale, float invBrightness, float invGamma)
{
float2 newSeed = position.xy + float2(0.6849, 0.6849) * seed + float2(position.z, position.z);
float noise = (noiseScale / 255.0) * LinearColor(Hash(newSeed) - 0.5, invBrightness, invGamma);
return color + float4(noise, noise, noise, 0.0);
}
// from NVIDIA's 2007 "Soft Particles" whitepaper by Tristan Lorach
float Contrast(float d, float power)
{
bool aboveHalf = d > 0.5;
float base = saturate(2.0 * (aboveHalf ? (1.0 - d) : d));
float r = 0.5 * pow(base, power);
return aboveHalf ? (1.0 - r) : r;
}
float GetBitAsFloat(uint bits, uint bitIndex)
{
return (bits & (1u << bitIndex)) ? 1.0 : 0.0;
}
float2 UnpackHalf2(uint data)
{
return float2(f16tof32(data), f16tof32(data >> 16));
}