cnq3/code/renderer/shaders/crp/gatherdof.hlsli

61 lines
1.5 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/>.
===========================================================================
*/
// gather depth of field: support functions
#pragma once
#include "common.hlsli"
#define MAX_BLUR_DIAMETER 32.0
#define MAX_COC 16.0
float CircleOfConfusion(float depth, float focusNearMin, float focusNearMax, float focusFarMin, float focusFarMax)
{
if(depth <= focusNearMin)
{
return -1.0;
}
if(depth > focusNearMin && depth < focusNearMax)
{
float t = 1.0 - (depth - focusNearMin) / (focusNearMax - focusNearMin);
return -t;
}
if(depth > focusFarMin && depth < focusFarMax)
{
float t = (depth - focusFarMin) / (focusFarMax - focusFarMin);
return t;
}
if(depth >= focusFarMax)
{
return 1.0;
}
return 0.0;
}