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152 lines
4.7 KiB
152 lines
4.7 KiB
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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#include "BaseVSShader.h"
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#include "screenspaceeffect_vs20.inc"
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#include "colorcorrection_ps20.inc"
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#include "colorcorrection_ps20b.inc"
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#include "../materialsystem_global.h"
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BEGIN_VS_SHADER_FLAGS( ColorCorrection, "Help for ColorCorrection", SHADER_NOT_EDITABLE )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( WEIGHT_DEFAULT, SHADER_PARAM_TYPE_FLOAT, "1", "Volume Texture Default Weight" )
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SHADER_PARAM( WEIGHT0, SHADER_PARAM_TYPE_FLOAT, "0", "Volume Texture Weight 0" )
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SHADER_PARAM( WEIGHT1, SHADER_PARAM_TYPE_FLOAT, "0", "Volume Texture Weight 1" )
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SHADER_PARAM( WEIGHT2, SHADER_PARAM_TYPE_FLOAT, "0", "Volume Texture Weight 2" )
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SHADER_PARAM( WEIGHT3, SHADER_PARAM_TYPE_FLOAT, "0", "Volume Texture Weight 3" )
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SHADER_PARAM( NUM_LOOKUPS, SHADER_PARAM_TYPE_INTEGER, "0", "Number of lookup maps" )
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SHADER_PARAM( USE_FB_TEXTURE, SHADER_PARAM_TYPE_BOOL, "0", "Use frame buffer texture as input" )
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SHADER_PARAM( INPUT_TEXTURE, SHADER_PARAM_TYPE_TEXTURE, "0", "Input texture" )
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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if( !params[ WEIGHT_DEFAULT ]->IsDefined() )
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{
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params[ WEIGHT_DEFAULT ]->SetFloatValue( 1.0f) ;
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}
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if( !params[ WEIGHT0 ]->IsDefined() )
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{
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params[ WEIGHT0 ]->SetFloatValue( 1.0f );
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}
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if( !params[ WEIGHT1 ]->IsDefined() )
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{
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params[ WEIGHT1 ]->SetFloatValue( 1.0f );
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}
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if( !params[ WEIGHT2 ]->IsDefined() )
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{
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params[ WEIGHT2 ]->SetFloatValue( 1.0f );
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}
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if( !params[ WEIGHT3 ]->IsDefined() )
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{
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params[ WEIGHT3 ]->SetFloatValue( 1.0f );
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}
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if( !params[ NUM_LOOKUPS ]->IsDefined() )
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{
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params[ NUM_LOOKUPS ]->SetIntValue( 0 );
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}
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SET_FLAGS2( MATERIAL_VAR2_NEEDS_FULL_FRAME_BUFFER_TEXTURE );
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}
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SHADER_FALLBACK
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{
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// Requires DX9 + above
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if ( g_pHardwareConfig->GetDXSupportLevel() < 90 )
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{
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return "wireframe";
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}
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return 0;
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}
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SHADER_INIT
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{
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}
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SHADER_DRAW
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{
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SHADOW_STATE
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
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int fmt = VERTEX_POSITION;
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pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
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if ( IsOpenGL() )
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{
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// JasonM...do we use this shader? If so, it needs some sRGB adapter love
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Assert(0);
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}
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// Render targets are always sRGB on OSX GL
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bool bForceSRGBWrite = IsOSX() && g_pHardwareConfig->CanDoSRGBReadFromRTs();
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pShaderShadow->EnableSRGBWrite( bForceSRGBWrite );
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DECLARE_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 );
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SET_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( colorcorrection_ps20b );
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SET_STATIC_PIXEL_SHADER( colorcorrection_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( colorcorrection_ps20 );
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SET_STATIC_PIXEL_SHADER( colorcorrection_ps20 );
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}
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}
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DYNAMIC_STATE
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{
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if( params[ USE_FB_TEXTURE ]->GetIntValue() )
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 );
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else
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BindTexture( SHADER_SAMPLER0, INPUT_TEXTURE, -1 );
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for( int i=0;i<params[NUM_LOOKUPS]->GetIntValue();i++ )
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{
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pShaderAPI->BindStandardTexture( (Sampler_t)(SHADER_SAMPLER1+i), (StandardTextureId_t)(TEXTURE_COLOR_CORRECTION_VOLUME_0+i) );
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}
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float default_weight = params[ WEIGHT_DEFAULT ]->GetFloatValue();
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float weights[4] = { params[ WEIGHT0 ]->GetFloatValue(),
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params[ WEIGHT1 ]->GetFloatValue(),
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params[ WEIGHT2 ]->GetFloatValue(),
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params[ WEIGHT3 ]->GetFloatValue() };
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pShaderAPI->SetPixelShaderConstant( 0, &default_weight );
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pShaderAPI->SetPixelShaderConstant( 1, &weights[0] );
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pShaderAPI->SetPixelShaderConstant( 2, &weights[1] );
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pShaderAPI->SetPixelShaderConstant( 3, &weights[2] );
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pShaderAPI->SetPixelShaderConstant( 4, &weights[3] );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( colorcorrection_ps20b );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LOOKUPS, params[ NUM_LOOKUPS ]->GetIntValue() );
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SET_DYNAMIC_PIXEL_SHADER( colorcorrection_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( colorcorrection_ps20 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LOOKUPS, params[ NUM_LOOKUPS ]->GetIntValue() );
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SET_DYNAMIC_PIXEL_SHADER( colorcorrection_ps20 );
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}
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DECLARE_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 );
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SET_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 );
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}
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Draw();
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}
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END_SHADER
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