cnq3/code/renderer/shaders/crp/gatherdof_split.hlsl

78 lines
2.6 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: field split and CoC generation
#include "common.hlsli"
#include "gatherdof.hlsli"
cbuffer RootConstants : register(b0)
{
uint depthTextureIndex;
uint colorTextureIndex;
uint nearColorTextureIndex;
uint farColorTextureIndex;
uint nearCocTextureIndex;
uint farCocTextureIndex;
float linearDepthA;
float linearDepthB;
float focusNearMin;
float focusNearMax;
float focusFarMin;
float focusFarMax;
float brightnessScale;
};
[numthreads(8, 8, 1)]
void cs(uint3 dtid : SV_DispatchThreadID)
{
uint2 tc = dtid.xy;
Texture2D colorTexture = ResourceDescriptorHeap[colorTextureIndex];
uint width, height, levels;
colorTexture.GetDimensions(0, width, height, levels);
if(any(dtid.xy >= uint2(width, height)))
{
return;
}
Texture2D<float> depthTexture = ResourceDescriptorHeap[depthTextureIndex];
RWTexture2D<float4> nearColorTexture = ResourceDescriptorHeap[nearColorTextureIndex];
RWTexture2D<float4> farColorTexture = ResourceDescriptorHeap[farColorTextureIndex];
RWTexture2D<float> nearCocTexture = ResourceDescriptorHeap[nearCocTextureIndex];
RWTexture2D<float> farCocTexture = ResourceDescriptorHeap[farCocTextureIndex];
float4 color = colorTexture[tc];
float depthZW = depthTexture[tc];
float depth = LinearDepth(depthZW, linearDepthA, linearDepthB);
float coc = CircleOfConfusion(depth, focusNearMin, focusNearMax, focusFarMin, focusFarMax);
float nearCoc = max(-coc, 0.0);
float farCoc = max(coc, 0.0);
float brightnessWeight = 1.0 + brightnessScale * Brightness(color.rgb);
float farWeight = farCoc * brightnessWeight;
float4 nearColor = float4(color.rgb, nearCoc);
float4 farColor = float4(color.rgb * farWeight, farWeight);
nearColorTexture[tc] = nearColor;
farColorTexture[tc] = farColor;
nearCocTexture[tc] = nearCoc;
farCocTexture[tc] = farCoc;
}