cnq3/code/renderer/shaders/crp/prepass.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

134 lines
3.7 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/>.
===========================================================================
*/
// generic shader for the prepass of opaque surfaces
#include "common.hlsli"
#include "alpha_test.h.hlsli"
#include "scene_view.h.hlsli"
cbuffer RootConstants
{
matrix modelViewMatrix;
matrix modelMatrix;
matrix normalMatrix;
uint textureIndex;
uint samplerIndex;
uint alphaTest;
};
struct VIn
{
float3 position : POSITION;
float3 normal : NORMAL;
float2 texCoords : TEXCOORD0;
float4 color : COLOR0;
};
struct VOut
{
float4 position : SV_Position;
nointerpolation float3 normalWS : NORMAL;
nointerpolation float3 positionWS : POSITION;
float2 texCoords : TEXCOORD0;
float4 color : COLOR0;
float clipDist : SV_ClipDistance0;
};
VOut vs(VIn input)
{
SceneView scene = GetSceneView();
matrix projectionMatrix = scene.projectionMatrix;
float4 positionVS = mul(modelViewMatrix, float4(input.position.xyz, 1));
VOut output;
output.position = mul(projectionMatrix, positionVS);
output.normalWS = mul(normalMatrix, float4(input.normal, 0)).xyz;
output.positionWS = mul(modelMatrix, float4(input.position, 1)).xyz;
output.texCoords = input.texCoords;
output.color = input.color;
output.clipDist = dot(positionVS, scene.clipPlane);
return output;
}
struct POut
{
float2 normal : SV_Target0;
float2 motionVector : SV_Target1;
float4 shadingPosition : SV_Target2;
};
float3 FixNormal(float3 vertexNormal, float3 faceNormal)
{
if(length(vertexNormal) < 0.5)
{
return faceNormal;
}
if(dot(vertexNormal, faceNormal) < 0.0)
{
return -vertexNormal;
}
return vertexNormal;
}
POut ps(VOut input, float3 barycentrics : SV_Barycentrics)
{
if(alphaTest != ATEST_NONE)
{
Texture2D texture0 = ResourceDescriptorHeap[textureIndex];
SamplerState sampler0 = ResourceDescriptorHeap[samplerIndex];
float4 dst = texture0.Sample(sampler0, input.texCoords) * input.color;
if(FailsAlphaTest(dst.a, alphaTest))
{
discard;
}
}
float3 p0 = GetAttributeAtVertex(input.positionWS, 0);
float3 p1 = GetAttributeAtVertex(input.positionWS, 1);
float3 p2 = GetAttributeAtVertex(input.positionWS, 2);
float3 position = barycentrics.x * p0 + barycentrics.y * p1 + barycentrics.z * p2;
float3 n0 = GetAttributeAtVertex(input.normalWS, 0);
float3 n1 = GetAttributeAtVertex(input.normalWS, 1);
float3 n2 = GetAttributeAtVertex(input.normalWS, 2);
float3 normal = barycentrics.x * n0 + barycentrics.y * n1 + barycentrics.z * n2;
float3 pos[3] = { p0, p1, p2 };
float3 nor[3] = { n0, n1, n2 };
float3 shadingPosition = GetShadingPosition(position, normal, pos, nor, barycentrics);
shadingPosition += 0.01 * normal;
float3 dist3 = saturate(abs(shadingPosition - position));
float dist = saturate(distance(shadingPosition, position));
float positionDelta = asfloat(PackColor(float4(dist3, dist)));
POut output;
output.normal = OctEncode(normalize(normal));
output.motionVector = float2(0, 0); // @TODO:
output.shadingPosition = float4(shadingPosition, positionDelta);
return output;
}