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Copy pathPPCopyPixelsPS.hlsl
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PPCopyPixelsPS.hlsl
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//--------------------------------------------------------------------------------------
// File: DumpToTexture.hlsl
//
// The PS for converting CS output buffer to a texture, used in CS path of
// HDRToneMappingCS11 sample
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
StructuredBuffer<float4> buffer : register( t0 );
struct QuadVS_Output
{
float4 Pos : SV_POSITION;
float2 Tex : TEXCOORD0;
};
cbuffer cbPS : register( b0 )
{
uint4 g_param;
};
float4 main( QuadVS_Output Input ) : SV_TARGET
{
// To calculate the buffer offset, it is natural to use the screen space coordinates,
// Input.Pos is the screen space coordinates of the pixel being written
return buffer[ (Input.Pos.x - 0.5) + (Input.Pos.y - 0.5) * g_param.x ];
}