/* =========================================================================== 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 . =========================================================================== */ // 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 mips[2 + 16] : register(u0); [numthreads(8, 8, 1)] void cs(uint3 id : SV_DispatchThreadID) { RWTexture2D src = mips[srcMip]; RWTexture2D 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; }