/* =========================================================================== 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 . =========================================================================== */ // linear-space FLOAT to gamma-space UINT8 compute shader Texture2D src : register(t0); RWTexture2D dst : register(u0); cbuffer Constants : register(b0) { float4 blendColor; float intensity; float invGamma; // 1.0 / gamma float dummy0; float dummy1; } [numthreads(8, 8, 1)] void cs_main(uint3 id : SV_DispatchThreadID) { // 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 * 255.0; }