mirror of
https://bitbucket.org/CPMADevs/cnq3
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59 lines
1.7 KiB
HLSL
59 lines
1.7 KiB
HLSL
/*
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===========================================================================
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Copyright (C) 2023 Gian 'myT' Schellenbaum
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This file is part of Challenge Quake 3 (CNQ3).
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Challenge Quake 3 is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Challenge Quake 3 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Challenge Quake 3. If not, see <https://www.gnu.org/licenses/>.
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===========================================================================
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*/
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// post-processing: moves from linear to gamma space
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// applies r_gamma, r_brightness, r_greyscale
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#include "common.hlsli"
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#include "fullscreen.hlsli"
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cbuffer RootConstants
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{
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uint textureIndex;
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uint samplerIndex;
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float invGamma;
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float brightness;
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float greyscale;
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};
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VOut vs(uint id : SV_VertexID)
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{
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VOut output;
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output.position = FSTrianglePosFromVertexId(id);
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output.texCoords = FSTriangleTCFromVertexId(id);
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return output;
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}
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// X3571: pow(f, e) won't work if f is negative
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#pragma warning(disable : 3571)
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float4 ps(VOut input) : SV_Target
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{
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Texture2D texture0 = ResourceDescriptorHeap[textureIndex];
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SamplerState sampler0 = SamplerDescriptorHeap[samplerIndex];
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float3 base = texture0.Sample(sampler0, input.texCoords).rgb;
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float3 gc = pow(base, invGamma) * brightness;
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float4 result = MakeGreyscale(float4(gc.rgb, 1.0), greyscale);
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return result;
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}
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