mirror of
https://bitbucket.org/CPMADevs/cnq3
synced 2024-11-30 15:52:16 +00:00
3b6a3a5019
don't track .user files except for cnq3 and cnq3-server disabled FPS hack disabled FPS hack, part 2
58 lines
1.7 KiB
HLSL
58 lines
1.7 KiB
HLSL
/*
|
|
===========================================================================
|
|
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 <https://www.gnu.org/licenses/>.
|
|
===========================================================================
|
|
*/
|
|
// mip-map generation: linear-space to gamma-space transform
|
|
|
|
|
|
cbuffer RootConstants
|
|
{
|
|
float4 blendColor;
|
|
float intensity;
|
|
float invGamma; // 1.0 / gamma
|
|
uint srcMip;
|
|
uint dstMip;
|
|
}
|
|
|
|
RWTexture2D<float4> mips[2 + 16] : register(u0);
|
|
|
|
[numthreads(8, 8, 1)]
|
|
void cs(uint3 id : SV_DispatchThreadID)
|
|
{
|
|
RWTexture2D<float4> src = mips[srcMip];
|
|
RWTexture2D<float4> dst = mips[dstMip];
|
|
|
|
// @TODO: is this actually required?
|
|
uint w, h;
|
|
dst.GetDimensions(w, h);
|
|
if(any(id.xy >= uint2(w, h)))
|
|
{
|
|
return;
|
|
}
|
|
|
|
// yes, intensity *should* be done in light-linear space
|
|
// but we keep the old behavior for consistency...
|
|
float4 in0 = src[id.xy];
|
|
float3 in1 = 0.5 * (in0.rgb + blendColor.rgb);
|
|
float3 inV = lerp(in0.rgb, in1.rgb, blendColor.a);
|
|
float3 out0 = pow(max(inV, 0.0), invGamma);
|
|
float3 out1 = out0 * intensity;
|
|
float4 outV = saturate(float4(out1, in0.a));
|
|
dst[id.xy] = outV;
|
|
}
|