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https://bitbucket.org/CPMADevs/cnq3
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a76dba5cfb
- brightness-corrected ImGUI drawing - upgraded shader code to HLSL 2021 - vertex normals drawing
67 lines
1.7 KiB
HLSL
67 lines
1.7 KiB
HLSL
/*
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===========================================================================
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Copyright (C) 2024 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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// fetches and returns direct light data for non-lightmapped surfaces
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#include "common.hlsli"
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#include "scene_view.h.hlsli"
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cbuffer RootConstants
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{
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matrix modelViewMatrix;
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};
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struct VIn
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{
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float3 position : POSITION;
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};
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struct VOut
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{
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float4 position : SV_Position;
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float clipDist : SV_ClipDistance0;
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};
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VOut vs(VIn input)
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{
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SceneView scene = GetSceneView();
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float4 positionVS = mul(modelViewMatrix, float4(input.position.xyz, 1));
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VOut output;
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output.position = mul(scene.projectionMatrix, positionVS);
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output.clipDist = dot(positionVS, scene.clipPlane);
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return output;
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}
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[earlydepthstencil]
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float4 ps(VOut input) : SV_Target
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{
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SceneView scene = GetSceneView();
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Texture2D lightTexture = ResourceDescriptorHeap[scene.lightTextureIndex];
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uint3 tc = uint3(input.position.xy, 0);
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float3 color = lightTexture.Load(tc).rgb;
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float4 result = float4(color, 0);
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return result;
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}
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