b486678290
Library -Artifacts
25 lines
814 B
Plaintext
25 lines
814 B
Plaintext
//#include "../../../Shaders/NoiseLib/Noise.hlsl"
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RWTexture2D<float4> OutputTex;
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float4 Constant;
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#pragma kernel AddConstant
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[numthreads(1, 1, 1)]
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void AddConstant(uint3 id : SV_DispatchThreadID)
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{
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OutputTex[id.xy] = OutputTex[id.xy] + Constant;
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}
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float4 ValueRanges;
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#pragma kernel RemapValues
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[numthreads(1,1,1)]
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void RemapValues (uint3 id : SV_DispatchThreadID)
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{
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float4 inLow = float4(ValueRanges.x, ValueRanges.x, ValueRanges.x, ValueRanges.x);
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float4 inHigh = float4(ValueRanges.y, ValueRanges.y, ValueRanges.y, ValueRanges.y);
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float4 outLow = float4(ValueRanges.z, ValueRanges.z, ValueRanges.z, ValueRanges.z);
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float4 outHigh = float4(ValueRanges.w, ValueRanges.w, ValueRanges.w, ValueRanges.w);
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OutputTex[id.xy] = outLow + (OutputTex[id.xy] - inLow) * (outHigh - outLow) / (inHigh - inLow);
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} |