cnq3/code/renderer/shaders/crp/tone_map_inverse.hlsl

57 lines
1.6 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/>.
===========================================================================
*/
// post-processing: moves from gamma to linear space
#include "common.hlsli"
#include "fullscreen.hlsli"
cbuffer RootConstants
{
uint textureIndex;
uint samplerIndex;
float gamma;
float invBrightness;
};
VOut vs(uint id : SV_VertexID)
{
VOut output;
output.position = FSTrianglePosFromVertexId(id);
output.texCoords = FSTriangleTCFromVertexId(id);
return output;
}
// X3571: pow(f, e) won't work if f is negative
#pragma warning(disable : 3571)
float4 ps(VOut input) : SV_Target
{
Texture2D texture0 = ResourceDescriptorHeap[textureIndex];
SamplerState sampler0 = SamplerDescriptorHeap[samplerIndex];
float3 base = texture0.Sample(sampler0, input.texCoords).rgb;
float3 linearSpace = pow(base * invBrightness, gamma);
float4 result = float4(linearSpace, 1.0);
return result;
}