forked from Misaki/GhostEngine
Introduces a full-featured render graph system with pass culling, resource aliasing, and automatic barrier generation. Refactors resource and barrier APIs, improves error handling, and unifies result types. Renderer and render passes now use the new graph-based workflow. Updates shader includes, adds a blit shader, and improves HLSL parsing. Removes dynamic descriptor heaps in favor of persistent ones. Project file now includes the render graph module. Lays the foundation for advanced rendering features and improved memory efficiency.
13 lines
233 B
HLSL
13 lines
233 B
HLSL
#ifndef GHOST_COLOR_HLSL
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#define GHOST_COLOR_HLSL
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float4 LinearToSRGB(float4 color)
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{
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float3 srgb;
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srgb = saturate(color.rgb);
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srgb = pow(srgb, 1.0 / 2.2);
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return float4(srgb, color.a);
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}
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#endif // GHOST_COLOR_HLSL
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