/* =========================================================================== 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: gamma-space to linear-space transform cbuffer RootConstants { float gamma; } RWTexture2D src : register(u2); RWTexture2D dst : register(u0); [numthreads(8, 8, 1)] void cs(uint3 id : SV_DispatchThreadID) { // @TODO: is this actually required? uint w, h; dst.GetDimensions(w, h); if(any(id.xy >= uint2(w, h))) { return; } float4 v = src[id.xy]; dst[id.xy] = float4(pow(v.xyz, gamma), v.a); }