/* =========================================================================== 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 . =========================================================================== */ // 8-tap 1D filter compute shader Texture2D src : register(t0); RWTexture2D dst : register(u0); cbuffer Constants : register(b0) { float4 weights; int2 maxSize; int2 scale; int2 offset; uint clampMode; // 0 = repeat uint dummy; } uint2 FixCoords(int2 c) { if(clampMode > 0) { // clamp return uint2(clamp(c, int2(0, 0), maxSize)); } // repeat return uint2(c & maxSize); } [numthreads(8, 8, 1)] void cs_main(uint3 id : SV_DispatchThreadID) { int2 base = int2(id.xy) * scale; float4 r = float4(0, 0, 0, 0); r += src[FixCoords(base - offset * 3)] * weights.x; r += src[FixCoords(base - offset * 2)] * weights.y; r += src[FixCoords(base - offset * 1)] * weights.z; r += src[ base ] * weights.w; r += src[ base + offset ] * weights.w; r += src[FixCoords(base + offset * 2)] * weights.z; r += src[FixCoords(base + offset * 3)] * weights.y; r += src[FixCoords(base + offset * 4)] * weights.x; dst[id.xy] = r; }