/* =========================================================================== Copyright (C) 2023-2024 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 . =========================================================================== */ // blit shader - unlike texture copies, it doesn't care about the specific formats used #include "fullscreen.hlsli" cbuffer RootConstants : register(b0) { uint textureIndex; uint samplerIndex; float2 tcScale; float2 tcBias; }; float4 ps(VOut input) : SV_Target { Texture2D texture0 = ResourceDescriptorHeap[textureIndex]; SamplerState sampler0 = SamplerDescriptorHeap[samplerIndex]; float2 tc = input.texCoords * tcScale + tcBias; float3 base = texture0.Sample(sampler0, tc).rgb; float4 result = float4(base, 1.0); return result; }