mirror of
https://bitbucket.org/CPMADevs/cnq3
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67 lines
1.9 KiB
HLSL
67 lines
1.9 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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// sunlight visibility and penumbra size
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#include "common.hlsli"
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#include "fullscreen.hlsli"
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#include "scene_view.h.hlsli"
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#include "raytracing.h.hlsli"
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cbuffer RootConstants
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{
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};
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static const float PenumbraRadiusWS = 64.0;
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struct POut
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{
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float visible : SV_Target0;
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float penumbra : SV_Target1;
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};
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POut ps(VOut input)
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{
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SceneView scene = GetSceneView();
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RTAS rtas = ResourceDescriptorHeap[scene.tlasBufferIndex];
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Texture2D shadingPositionTexture = ResourceDescriptorHeap[scene.shadingPositionTextureIndex];
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StructuredBuffer<TLASInstance> tlasInstanceBuffer = ResourceDescriptorHeap[scene.tlasInstanceBufferIndex];
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uint3 tc = uint3(input.position.xy, 0);
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float3 positionWS = shadingPositionTexture.Load(tc).xyz;
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float t;
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float vis = TraceVisibilityWithATt(t, rtas, tlasInstanceBuffer, positionWS, scene.sunDirection, 10000.0);
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POut output;
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if(vis == 0.0) // in shadow
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{
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output.visible = 0.0;
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output.penumbra = saturate((t * 0.01) / PenumbraRadiusWS);
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}
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else
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{
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output.visible = 1.0;
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output.penumbra = 0.0;
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}
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return output;
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}
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