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add refraction support for materials; two pass rain shader

This commit is contained in:
Wls50
2025-11-23 23:45:06 +01:00
committed by Hirek
parent 90538c8878
commit ff50fdf110
17 changed files with 614 additions and 145 deletions

View File

@@ -0,0 +1,15 @@
Texture2D<float> g_DepthTexture : register(t0);
RWTexture2D<float> g_Output : register(u0);
sampler depth_sampler : register(s0);
[numthreads(8, 8, 1)]
void main(uint3 PixCoord : SV_DispatchThreadID) {
uint2 dimensions;
g_Output.GetDimensions(dimensions.x, dimensions.y);
float2 co = float2(PixCoord.xy) / float2(dimensions);
float4 depths = g_DepthTexture.GatherRed(depth_sampler, co);
g_Output[PixCoord.xy] = min(min(depths.x, depths.y), min(depths.z, depths.w));
}