cnq3/code/renderer/shaders/crp/mblur_pack.hlsl
myT 838c9a6485 added motion blur and freeze frame commands
- fixed crash due to missing blue noise texture
- added motion vector viz
- renamed TextureFormat entries
2024-02-18 16:26:05 +01:00

57 lines
1.9 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/>.
===========================================================================
*/
// motion blur packing of scaled velocities and linear depth into a full-screen texture
#include "common.hlsli"
#include "fullscreen.hlsli"
#include "scene_view.h.hlsli"
cbuffer RootConstants
{
float motionScale;
float maxRadiusPx;
};
uint2 ps(VOut input) : SV_Target
{
SceneView scene = GetSceneView();
Texture2D<float> depthTexture = ResourceDescriptorHeap[scene.depthTextureIndex];
float2 textureSize = float2(GetTextureSize(depthTexture));
uint3 tc = uint3(input.texCoords * textureSize, 0);
float depthZW = depthTexture.Load(tc);
float linearDepth01 = scene.LinearDepth(depthZW) / scene.zFar;
Texture2D<float2> motionTexture = ResourceDescriptorHeap[scene.motionVectorMBTextureIndex];
float2 motionTC = motionTexture.Load(tc) * motionScale;
float2 motionPx = motionTC * textureSize;
float motionLengthPx = length(motionPx);
if(motionLengthPx > maxRadiusPx)
{
motionTC *= maxRadiusPx / motionLengthPx;
}
uint motionPacked = PackHalf2(motionTC);
uint2 result = uint2(motionPacked, asuint(linearDepth01));
return result;
}