cnq3/code/renderer/shaders/crp/sun_visibility.hlsl
myT 30150e889e added sunlight and volumetric lighting
fixed depth linearization
2024-03-29 04:19:38 +01:00

67 lines
1.9 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/>.
===========================================================================
*/
// sunlight visibility and penumbra size
#include "common.hlsli"
#include "fullscreen.hlsli"
#include "scene_view.h.hlsli"
#include "raytracing.h.hlsli"
cbuffer RootConstants
{
};
static const float PenumbraRadiusWS = 64.0;
struct POut
{
float visible : SV_Target0;
float penumbra : SV_Target1;
};
POut ps(VOut input)
{
SceneView scene = GetSceneView();
RTAS rtas = ResourceDescriptorHeap[scene.tlasBufferIndex];
Texture2D shadingPositionTexture = ResourceDescriptorHeap[scene.shadingPositionTextureIndex];
StructuredBuffer<TLASInstance> tlasInstanceBuffer = ResourceDescriptorHeap[scene.tlasInstanceBufferIndex];
uint3 tc = uint3(input.position.xy, 0);
float3 positionWS = shadingPositionTexture.Load(tc).xyz;
float t;
float vis = TraceVisibilityWithATt(t, rtas, tlasInstanceBuffer, positionWS, scene.sunDirection, 10000.0);
POut output;
if(vis == 0.0) // in shadow
{
output.visible = 0.0;
output.penumbra = saturate((t * 0.01) / PenumbraRadiusWS);
}
else
{
output.visible = 1.0;
output.penumbra = 0.0;
}
return output;
}