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final_blit.hlsl
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final_blit.hlsl
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[[vk::binding(0)]] Texture2D<float4> main_tex;
[[vk::binding(1)]] Texture2D<float4> gui_tex;
[[vk::binding(2)]] RWTexture2D<float4> output_tex;
[[vk::binding(3)]] cbuffer _ {
float4 main_tex_size;
float4 output_tex_size;
};
#include "inc/image.hlsl"
#include "inc/color/srgb.hlsl"
struct LinearToSrgbRemap {
static LinearToSrgbRemap create() {
LinearToSrgbRemap res;
return res;
}
float4 remap(float4 v) {
return float4(sRGB_OETF(v.rgb), 1.0);
}
};
[numthreads(8, 8, 1)]
void main(in uint2 px : SV_DispatchThreadID) {
#if 1
float3 main;
if (any(main_tex_size.xy != output_tex_size.xy)) {
main = image_sample_catmull_rom(
TextureImage::from_parts(main_tex, main_tex_size.xy),
(px + 0.5) / output_tex_size.xy,
LinearToSrgbRemap::create()
).rgb;
} else {
main = sRGB_OETF(saturate(main_tex[px].rgb));
}
float4 gui = gui_tex[px];
float3 result = main.rgb * (1.0 - gui.a) + gui.rgb;
//float3 result = lerp(main, gui.rgb, gui.a);
#else
float3 result = float3(0.7, 0.4, 0.1);
#endif
output_tex[px] = float4(result, 1);
}