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https://bitbucket.org/CPMADevs/cnq3
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51 lines
1.5 KiB
HLSL
51 lines
1.5 KiB
HLSL
/*
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===========================================================================
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Copyright (C) 2023 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) seen from outside
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#include "shared.hlsli"
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#include "fog.hlsli"
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#ifdef PIXEL_SHADER
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float4 ps(VOut input) : SV_Target
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{
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float zwDepth = depthTexture.Load(int3(input.position.xy, 0)).x;
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float depthBuff = LinearDepth(zwDepth, input.proj2232.x, input.proj2232.y);
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float depthFrag = input.depthVS;
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if(depthFrag > depthBuff)
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{
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discard;
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}
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float fogOpacity = saturate((depthBuff - depthFrag) / colorDepth.w);
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return float4(colorDepth.rgb, fogOpacity);
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// depth test debugging
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//return depthFrag <= depthBuff ? float4(0, 1, 0, 1) : float4(1, 0, 0, 1);
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// depth linearization debugging
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//return float4(0, abs(depthBuff - depthFrag) < 1 ? 1 : 0, 0, 1);
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}
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#endif
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