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https://bitbucket.org/CPMADevs/cnq3
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39 lines
1.2 KiB
HLSL
39 lines
1.2 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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// gamma-space UINT8 to linear-space FLOAT compute shader
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Texture2D<uint4> src : register(t0);
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RWTexture2D<float4> dst : register(u0);
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cbuffer Constants : register(b0)
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{
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float gamma;
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float dummy0;
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float dummy1;
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float dummy2;
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}
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[numthreads(8, 8, 1)]
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void cs_main(uint3 id : SV_DispatchThreadID)
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{
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float4 v = src[id.xy] / 255.0;
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dst[id.xy] = float4(pow(v.xyz, gamma), v.a);
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}
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