cnq3/code/renderer/shaders/crp/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/>.
===========================================================================
*/
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// mip-map generation: linear-space to gamma-space transform
#include "../common/mip_gen.hlsli"
cbuffer RootConstants
{
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float4 blendColor;
float intensity;
float invGamma; // 1.0 / gamma
uint srcMip;
uint dstMip;
uint srcTexture;
uint dstTexture;
}
[numthreads(8, 8, 1)]
void cs(uint3 id : SV_DispatchThreadID)
{
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RWTexture2D<float4> src = ResourceDescriptorHeap[srcTexture];
RWTexture2D<float4> dst = ResourceDescriptorHeap[dstTexture];
MipGen_LinearToGamma(dst, src, id, blendColor, intensity, invGamma);
}