mirror of
https://bitbucket.org/CPMADevs/cnq3
synced 2024-11-12 23:44:29 +00:00
64 lines
1.9 KiB
HLSL
64 lines
1.9 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/>.
|
|
===========================================================================
|
|
*/
|
|
// gather depth of field: near-field circle of confusion tile dilation
|
|
|
|
|
|
#include "common.hlsli"
|
|
#include "gatherdof.hlsli"
|
|
|
|
|
|
cbuffer RootConstants : register(b0)
|
|
{
|
|
uint inputTextureIndex;
|
|
uint outputTextureIndex;
|
|
uint samplerIndex; // point/clamp
|
|
};
|
|
|
|
[numthreads(8, 8, 1)]
|
|
void cs(uint3 dtid : SV_DispatchThreadID)
|
|
{
|
|
uint2 tc = dtid.xy;
|
|
RWTexture2D<float> outputTexture = ResourceDescriptorHeap[outputTextureIndex];
|
|
uint width, height;
|
|
outputTexture.GetDimensions(width, height);
|
|
if(any(dtid.xy >= uint2(width, height)))
|
|
{
|
|
return;
|
|
}
|
|
|
|
Texture2D<float> inputTexture = ResourceDescriptorHeap[inputTextureIndex];
|
|
SamplerState samplerState = SamplerDescriptorHeap[samplerIndex];
|
|
|
|
float2 tcShifted = float2(tc) + float2(0.5, 0.5);
|
|
float2 pixelSize = float2(1, 1) / float2(width, height);
|
|
float maxCoc = 0.0;
|
|
for(int y = -1; y <= 1; y++)
|
|
{
|
|
for(int x = -1; x <= 1; x++)
|
|
{
|
|
float2 tc01 = (tcShifted + float2(x, y)) * pixelSize;
|
|
float coc = inputTexture.SampleLevel(samplerState, tc01, 0);
|
|
maxCoc = max(maxCoc, coc);
|
|
}
|
|
}
|
|
|
|
outputTexture[tc] = maxCoc;
|
|
}
|