/* =========================================================================== 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 . =========================================================================== */ // gamma-space UINT8 to linear-space FLOAT compute shader Texture2D src : register(t0); RWTexture2D 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); }