/* =========================================================================== 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 . =========================================================================== */ // post-processing: moves from linear to gamma space // applies r_gamma, r_brightness, r_greyscale #include "common.hlsli" #include "fullscreen.hlsli" cbuffer RootConstants { uint textureIndex; uint samplerIndex; float invGamma; float brightness; float greyscale; }; VOut vs(uint id : SV_VertexID) { VOut output; output.position = FSTrianglePosFromVertexId(id); output.texCoords = FSTriangleTCFromVertexId(id); return output; } // X3571: pow(f, e) won't work if f is negative #pragma warning(disable : 3571) float4 ps(VOut input) : SV_Target { Texture2D texture0 = ResourceDescriptorHeap[textureIndex]; SamplerState sampler0 = SamplerDescriptorHeap[samplerIndex]; float3 base = texture0.Sample(sampler0, input.texCoords).rgb; float3 gc = pow(base, invGamma) * brightness; float4 result = MakeGreyscale(float4(gc.rgb, 1.0), greyscale); return result; }