cnq3/code/renderer/hlsl/mip_start.hlsl

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/*
===========================================================================
Copyright (C) 2019 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/>.
===========================================================================
*/
// gamma-space UINT8 to linear-space FLOAT compute shader
Texture2D<uint4> src : register(t0);
RWTexture2D<float4> dst : register(u0);
cbuffer Constants : register(b0)
{
float gamma;
float dummy0;
float dummy1;
float dummy2;
}
[numthreads(8, 8, 1)]
void cs_main(uint3 id : SV_DispatchThreadID)
{
float4 v = src[id.xy] / 255.0;
dst[id.xy] = float4(pow(v.xyz, gamma), v.a);
}