mirror of
https://bitbucket.org/CPMADevs/cnq3
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48 lines
1.6 KiB
HLSL
48 lines
1.6 KiB
HLSL
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/*
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===========================================================================
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Copyright (C) 2019 Gian 'myT' Schellenbaum
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This file is part of Challenge Quake 3 (CNQ3).
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Challenge Quake 3 is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Challenge Quake 3 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Challenge Quake 3. If not, see <https://www.gnu.org/licenses/>.
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===========================================================================
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*/
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// linear-space FLOAT to gamma-space UINT8 compute shader
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Texture2D<float4> src : register(t0);
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RWTexture2D<uint4> dst : register(u0);
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cbuffer Constants : register(b0)
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{
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float4 blendColor;
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float intensity;
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float invGamma; // 1.0 / gamma
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float dummy0;
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float dummy1;
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}
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[numthreads(8, 8, 1)]
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void cs_main(uint3 id : SV_DispatchThreadID)
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{
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// yes, intensity *should* be done in light-linear space
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// but we keep the old behavior for consistency...
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float4 in0 = src[id.xy];
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float3 in1 = 0.5 * (in0.rgb + blendColor.rgb);
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float3 inV = lerp(in0.rgb, in1.rgb, blendColor.a);
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float3 out0 = pow(max(inV, 0.0), invGamma);
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float3 out1 = out0 * intensity;
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float4 outV = saturate(float4(out1, in0.a));
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dst[id.xy] = outV * 255.0;
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}
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