mirror of
https://bitbucket.org/CPMADevs/cnq3
synced 2024-11-10 14:41:48 +00:00
838c9a6485
- fixed crash due to missing blue noise texture - added motion vector viz - renamed TextureFormat entries
57 lines
1.9 KiB
HLSL
57 lines
1.9 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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// motion blur packing of scaled velocities and linear depth into a full-screen texture
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#include "common.hlsli"
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#include "fullscreen.hlsli"
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#include "scene_view.h.hlsli"
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cbuffer RootConstants
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{
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float motionScale;
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float maxRadiusPx;
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};
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uint2 ps(VOut input) : SV_Target
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{
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SceneView scene = GetSceneView();
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Texture2D<float> depthTexture = ResourceDescriptorHeap[scene.depthTextureIndex];
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float2 textureSize = float2(GetTextureSize(depthTexture));
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uint3 tc = uint3(input.texCoords * textureSize, 0);
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float depthZW = depthTexture.Load(tc);
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float linearDepth01 = scene.LinearDepth(depthZW) / scene.zFar;
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Texture2D<float2> motionTexture = ResourceDescriptorHeap[scene.motionVectorMBTextureIndex];
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float2 motionTC = motionTexture.Load(tc) * motionScale;
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float2 motionPx = motionTC * textureSize;
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float motionLengthPx = length(motionPx);
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if(motionLengthPx > maxRadiusPx)
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{
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motionTC *= maxRadiusPx / motionLengthPx;
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}
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uint motionPacked = PackHalf2(motionTC);
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uint2 result = uint2(motionPacked, asuint(linearDepth01));
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return result;
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}
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