cnq3/code/renderer/shaders/crp/gbufferviz_depth.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

46 lines
1.4 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/>.
===========================================================================
*/
// linearizes raw depth buffer values for visualization
#include "common.hlsli"
#include "fullscreen.hlsli"
cbuffer RootConstants
{
uint depthTextureIndex;
float linearDepthA;
float linearDepthB;
float zFarInv;
};
float4 ps(VOut input) : SV_Target
{
Texture2D<float> depthTexture = ResourceDescriptorHeap[depthTextureIndex];
uint3 tc = uint3(input.position.xy, 0);
float depthZW = depthTexture.Load(tc);
float depth = LinearDepth(depthZW, linearDepthA, linearDepthB);
float depth01 = depth * zFarInv;
float4 result = float4(depth01.xxx, 1);
return result;
}