cnq3/code/renderer/shaders/crp/add_light.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

67 lines
1.7 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/>.
===========================================================================
*/
// fetches and returns direct light data for non-lightmapped surfaces
#include "common.hlsli"
#include "scene_view.h.hlsli"
cbuffer RootConstants
{
matrix modelViewMatrix;
};
struct VIn
{
float3 position : POSITION;
};
struct VOut
{
float4 position : SV_Position;
float clipDist : SV_ClipDistance0;
};
VOut vs(VIn input)
{
SceneView scene = GetSceneView();
float4 positionVS = mul(modelViewMatrix, float4(input.position.xyz, 1));
VOut output;
output.position = mul(scene.projectionMatrix, positionVS);
output.clipDist = dot(positionVS, scene.clipPlane);
return output;
}
[earlydepthstencil]
float4 ps(VOut input) : SV_Target
{
SceneView scene = GetSceneView();
Texture2D lightTexture = ResourceDescriptorHeap[scene.lightTextureIndex];
uint3 tc = uint3(input.position.xy, 0);
float3 color = lightTexture.Load(tc).rgb;
float4 result = float4(color, 0);
return result;
}