cnq3/code/renderer/shaders/crp/blit.hlsl

44 lines
1.4 KiB
HLSL

/*
===========================================================================
Copyright (C) 2023-2024 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 <https://www.gnu.org/licenses/>.
===========================================================================
*/
// blit shader - unlike texture copies, it doesn't care about the specific formats used
#include "fullscreen.hlsli"
cbuffer RootConstants : register(b0)
{
uint textureIndex;
uint samplerIndex;
float2 tcScale;
float2 tcBias;
};
float4 ps(VOut input) : SV_Target
{
Texture2D texture0 = ResourceDescriptorHeap[textureIndex];
SamplerState sampler0 = SamplerDescriptorHeap[samplerIndex];
float2 tc = input.texCoords * tcScale + tcBias;
float3 base = texture0.Sample(sampler0, tc).rgb;
float4 result = float4(base, 1.0);
return result;
}