mirror of
https://bitbucket.org/CPMADevs/cnq3
synced 2024-11-14 16:30:36 +00:00
718b966414
- renamed r_softSprites to r_depthFade the term's more descriptive and it helps that UE4 uses it - fixed the GL3 fragment shader halving the depth bias - fixed the D3D11 pixel shader only fetching depth sample 0 not fixed for GL3 yet, see the code comments for that - added support for more blend states - added the q3map_cnq3_depthFade general shader directive
119 lines
3.2 KiB
HLSL
119 lines
3.2 KiB
HLSL
/*
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===========================================================================
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Copyright (C) 2019 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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// depth sprite vertex and pixel shaders
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cbuffer VertexShaderBuffer
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{
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matrix modelViewMatrix;
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matrix projectionMatrix;
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float4 clipPlane;
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};
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struct VIn
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{
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float4 position : POSITION;
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float4 color : COLOR0;
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float2 texCoords : TEXCOORD0;
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};
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struct VOut
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{
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float4 position : SV_Position;
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float4 color : COLOR0;
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float2 texCoords : TEXCOORD0;
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float2 proj2232 : TEXCOORD1;
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float depthVS : DEPTHVS;
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float clipDist : SV_ClipDistance0;
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};
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VOut vs_main(VIn input)
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{
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float4 positionVS = mul(modelViewMatrix, float4(input.position.xyz, 1));
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VOut output;
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output.position = mul(projectionMatrix, positionVS);
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output.color = input.color;
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output.texCoords = input.texCoords;
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output.proj2232 = float2(-projectionMatrix[2][2], projectionMatrix[2][3]);
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output.depthVS = -positionVS.z;
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output.clipDist = dot(positionVS, clipPlane);
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return output;
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}
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cbuffer PixelShaderBuffer
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{
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uint alphaTest;
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float distance;
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float offset;
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float dummy;
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float4 colorScale;
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float4 colorBias;
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};
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Texture2D texture0 : register(t0);
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SamplerState sampler0 : register(s0);
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Texture2DMS<float2> textureDepth;
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/*
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f = far clip plane distance
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n = near clip plane distance
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exp = exponential depth value (as stored in the Z-buffer)
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2 * f * n B
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linear(exp) = ----------------------- = -------
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(f + n) - exp * (f - n) exp - A
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f + n -2 * f * n
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with A = ----- and B = ----------
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f - n f - n
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*/
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float LinearDepth(float zwDepth, float proj22, float proj32)
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{
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return proj32 / (zwDepth - proj22);
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}
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float Contrast(float d, float power)
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{
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bool aboveHalf = d > 0.5;
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float base = saturate(2.0 * (aboveHalf ? (1.0 - d) : d));
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float r = 0.5 * pow(base, power);
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return aboveHalf ? (1.0 - r) : r;
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}
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float4 ps_main(VOut input, uint sampleIndex : SV_SampleIndex) : SV_TARGET
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{
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float4 r = input.color * texture0.Sample(sampler0, input.texCoords);
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if((alphaTest == 1 && r.a == 0.0) ||
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(alphaTest == 2 && r.a >= 0.5) ||
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(alphaTest == 3 && r.a < 0.5))
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discard;
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float zwDepth = textureDepth.Load(input.position.xy, sampleIndex).x;
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float depthS = LinearDepth(zwDepth, input.proj2232.x, input.proj2232.y);
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float depthP = input.depthVS - offset;
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float scale = Contrast((depthS - depthP) * distance, 2.0);
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float4 r2 = lerp(r * colorScale + colorBias, r, scale);
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return r2;
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}
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