cnq3/code/renderer/hlsl/mip_3.hlsl

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/*
===========================================================================
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/>.
===========================================================================
*/
// mip-map generation: linear-space to gamma-space transform
cbuffer RootConstants
{
float4 blendColor;
float intensity;
float invGamma; // 1.0 / gamma
uint srcMip;
uint dstMip;
}
RWTexture2D<float4> mips[2 + 16] : register(u0);
[numthreads(8, 8, 1)]
void cs(uint3 id : SV_DispatchThreadID)
{
RWTexture2D<float4> src = mips[srcMip];
RWTexture2D<float4> dst = mips[dstMip];
// @TODO: is this actually required?
uint w, h;
dst.GetDimensions(w, h);
if(any(id.xy >= uint2(w, h)))
{
return;
}
// yes, intensity *should* be done in light-linear space
// but we keep the old behavior for consistency...
float4 in0 = src[id.xy];
float3 in1 = 0.5 * (in0.rgb + blendColor.rgb);
float3 inV = lerp(in0.rgb, in1.rgb, blendColor.a);
float3 out0 = pow(max(inV, 0.0), invGamma);
float3 out1 = out0 * intensity;
float4 outV = saturate(float4(out1, in0.a));
dst[id.xy] = outV;
}