mirror of
https://bitbucket.org/CPMADevs/cnq3
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72 lines
2 KiB
HLSL
72 lines
2 KiB
HLSL
/*
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===========================================================================
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Copyright (C) 2019 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 vertex and pixel shaders
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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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cbuffer VertexShaderBuffer
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{
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float scaleX;
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float scaleY;
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float dummyvs0;
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float dummyvs1;
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};
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struct VOut
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{
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float4 position : SV_Position;
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float2 texCoords : TEXCOORD0;
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};
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VOut vs_main(uint id : SV_VertexID)
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{
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VOut output;
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output.position.x = scaleX * ((float)(id / 2) * 4.0 - 1.0);
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output.position.y = scaleY * ((float)(id % 2) * 4.0 - 1.0);
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output.position.z = 0.0;
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output.position.w = 1.0;
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output.texCoords.x = (float)(id / 2) * 2.0;
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output.texCoords.y = 1.0 - (float)(id % 2) * 2.0;
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return output;
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}
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cbuffer PixelShaderBuffer
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{
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float gamma;
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float brightness;
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float greyscale;
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float dummyps0;
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};
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Texture2D texture0 : register(t0);
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SamplerState sampler0 : register(s0);
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float4 ps_main(VOut input) : SV_TARGET
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{
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float3 base = texture0.Sample(sampler0, input.texCoords).rgb;
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float3 gc = pow(base, gamma) * brightness;
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float grey = 0.299 * gc.r + 0.587 * gc.g + 0.114 * gc.b;
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float3 result = lerp(gc, float3(grey, grey, grey), greyscale);
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return float4(result.rgb, 1.0);
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}
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