/* =========================================================================== 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 gamma to linear space struct VOut { float4 position : SV_Position; float2 texCoords : TEXCOORD0; }; #if VERTEX_SHADER VOut vs(uint id : SV_VertexID) { VOut output; output.position.x = (float)(id / 2) * 4.0 - 1.0; output.position.y = (float)(id % 2) * 4.0 - 1.0; output.position.z = 0.0; output.position.w = 1.0; output.texCoords.x = (float)(id / 2) * 2.0; output.texCoords.y = 1.0 - (float)(id % 2) * 2.0; return output; } #endif #if PIXEL_SHADER // X3571: pow(f, e) won't work if f is negative #pragma warning(disable : 3571) cbuffer RootConstants { float gamma; float invBrightness; }; Texture2D texture0 : register(t0); SamplerState sampler0 : register(s0); float4 ps(VOut input) : SV_Target { float3 base = texture0.Sample(sampler0, input.texCoords).rgb; float3 linearSpace = pow(base * invBrightness, gamma); return float4(linearSpace, 1.0); } #endif