cnq3/code/renderer/shaders/crp/transp_draw.hlsl
myT a76dba5cfb raytracing soft shadows, normal smoothing, G-buffer viz
- brightness-corrected ImGUI drawing
- upgraded shader code to HLSL 2021
- vertex normals drawing
2024-02-06 23:15:31 +01:00

124 lines
3.5 KiB
HLSL

/*
===========================================================================
Copyright (C) 2023-2024 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/>.
===========================================================================
*/
// add fragments of transparent surfaces to per-pixel linked lists
#include "common.hlsli"
#include "alpha_test.h.hlsli"
#include "oit.h.hlsli"
#include "scene_view.h.hlsli"
cbuffer RootConstants
{
// geometry
matrix modelViewMatrix;
// general
uint textureIndex;
uint samplerIndex;
uint alphaTest;
uint counterBuffer;
uint indexTexture;
uint fragmentBuffer;
float greyscale;
uint stateBits;
uint shaderTrace;
uint depthFadeDistOffset; // offset: fp16 - distance: fp16
uint depthFadeScaleBias; // enable: 1 - color bias: 4 - color scale: 4
};
struct VIn
{
float3 position : POSITION;
float3 normal : NORMAL;
float2 texCoords : TEXCOORD0;
float4 color : COLOR0;
};
struct VOut
{
float4 position : SV_Position;
float3 normal : NORMAL;
float2 texCoords : TEXCOORD0;
float4 color : COLOR0;
float clipDist : SV_ClipDistance0;
float2 proj2232 : PROJ;
float depthVS : DEPTHVS;
};
VOut vs(VIn input)
{
SceneView scene = GetSceneView();
float4 positionVS = mul(modelViewMatrix, float4(input.position.xyz, 1));
matrix projectionMatrix = scene.projectionMatrix;
VOut output;
output.position = mul(projectionMatrix, positionVS);
output.normal = input.normal;
output.texCoords = input.texCoords;
output.color = input.color;
output.clipDist = dot(positionVS, scene.clipPlane);
output.proj2232 = float2(-projectionMatrix[2][2], projectionMatrix[2][3]);
output.depthVS = -positionVS.z;
return output;
}
[earlydepthstencil]
void ps(VOut input)
{
Texture2D texture0 = ResourceDescriptorHeap[textureIndex];
SamplerState sampler0 = SamplerDescriptorHeap[samplerIndex];
float4 dst = texture0.Sample(sampler0, input.texCoords) * input.color;
if(FailsAlphaTest(dst.a, alphaTest))
{
return;
}
dst = MakeGreyscale(dst, greyscale);
RWStructuredBuffer<OIT_Counter> counter = ResourceDescriptorHeap[counterBuffer];
uint fragmentIndex;
InterlockedAdd(counter[0].fragmentCount, 1, fragmentIndex);
if(fragmentIndex < counter[0].maxFragmentCount)
{
RWTexture2D<uint> indexTex = ResourceDescriptorHeap[indexTexture];
RWStructuredBuffer<OIT_Fragment> fragments = ResourceDescriptorHeap[fragmentBuffer];
uint prevFragmentIndex;
InterlockedExchange(indexTex[int2(input.position.xy)], fragmentIndex, prevFragmentIndex);
OIT_Fragment fragment;
fragment.color = PackColor(dst);
fragment.depth = input.depthVS;
fragment.stateBits = stateBits;
fragment.next = prevFragmentIndex;
fragment.shaderTrace = shaderTrace;
fragment.depthFadeDistOffset = depthFadeDistOffset;
fragment.depthFadeScaleBias = depthFadeScaleBias;
fragments[fragmentIndex] = fragment;
}
else
{
uint garbage;
InterlockedAdd(counter[0].overflowCount, 1, garbage);
InterlockedAdd(counter[0].fragmentCount, -1, garbage);
}
}