cnq3/code/renderer/hlsl/smaa_2.hlsl
myT 3b6a3a5019 added D3D12 rendering and removed D3D11, GL2, GL3
don't track .user files except for cnq3 and cnq3-server

disabled FPS hack

disabled FPS hack, part 2
2023-11-12 01:32:58 +01:00

77 lines
1.9 KiB
HLSL

/*
===========================================================================
Copyright (C) 2023 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/>.
===========================================================================
*/
// SMAA pass #2: blend weights computation
cbuffer RootConstants
{
float4 rtMetrics;
};
#include "smaa.hlsli"
struct VOut
{
float4 position : SV_Position;
float2 texCoords : TEXCOORD0;
float2 pixCoords : TEXCOORD1;
float4 offsets[3] : TEXCOORD2;
};
#if SMAA_INCLUDE_VS
VOut vs(uint id : SV_VertexID)
{
VOut output;
output.position.x = (float)(id / 2) * 4.0 - 1.0;
output.position.y = (float)(id % 2) * 4.0 - 1.0;
output.position.z = 0.0;
output.position.w = 1.0;
output.texCoords.x = (float)(id / 2) * 2.0;
output.texCoords.y = 1.0 - (float)(id % 2) * 2.0;
SMAABlendingWeightCalculationVS(output.texCoords, output.pixCoords, output.offsets);
return output;
}
#endif
#if SMAA_INCLUDE_PS
Texture2D edgesTex : register(t1);
Texture2D areaTex : register(t2);
Texture2D searchTex : register(t3);
float4 ps(VOut input) : SV_Target
{
return SMAABlendingWeightCalculationPS(
input.texCoords,
input.pixCoords,
input.offsets,
edgesTex,
areaTex,
searchTex,
float4(0, 0, 0, 0));
}
#endif