mirror of
https://bitbucket.org/CPMADevs/cnq3
synced 2024-11-24 04:51:09 +00:00
72 lines
1.9 KiB
HLSL
72 lines
1.9 KiB
HLSL
/*
|
|
===========================================================================
|
|
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 <https://www.gnu.org/licenses/>.
|
|
===========================================================================
|
|
*/
|
|
// post-processing vertex and pixel shaders
|
|
|
|
#include "shared.hlsli"
|
|
|
|
// X3571: pow(f, e) won't work if f is negative
|
|
#pragma warning(disable : 3571)
|
|
|
|
cbuffer VertexShaderBuffer
|
|
{
|
|
float scaleX;
|
|
float scaleY;
|
|
float dummyvs0;
|
|
float dummyvs1;
|
|
};
|
|
|
|
struct VOut
|
|
{
|
|
float4 position : SV_Position;
|
|
float2 texCoords : TEXCOORD0;
|
|
};
|
|
|
|
VOut vs_main(uint id : SV_VertexID)
|
|
{
|
|
VOut output;
|
|
output.position.x = scaleX * ((float)(id / 2) * 4.0 - 1.0);
|
|
output.position.y = scaleY * ((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;
|
|
}
|
|
|
|
cbuffer PixelShaderBuffer
|
|
{
|
|
float gamma;
|
|
float brightness;
|
|
float greyscale;
|
|
float dummyps0;
|
|
};
|
|
|
|
Texture2D texture0 : register(t0);
|
|
SamplerState sampler0 : register(s0);
|
|
|
|
float4 ps_main(VOut input) : SV_TARGET
|
|
{
|
|
float3 base = texture0.Sample(sampler0, input.texCoords).rgb;
|
|
float3 gc = pow(base, gamma) * brightness;
|
|
|
|
return MakeGreyscale(float4(gc.rgb, 1.0), greyscale);
|
|
}
|