You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
124 lines
3.9 KiB
124 lines
3.9 KiB
5 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
// $NoKeywords: $
|
||
|
//=============================================================================//
|
||
|
|
||
|
#include "BaseVSShader.h"
|
||
|
|
||
|
#include "screenspaceeffect_vs20.inc"
|
||
|
#include "floatcombine_autoexpose_ps20.inc"
|
||
|
#include "floatcombine_autoexpose_ps20b.inc"
|
||
|
|
||
|
BEGIN_VS_SHADER( floatcombine_autoexpose, "Help for floatcombine_autoexpose" )
|
||
|
BEGIN_SHADER_PARAMS
|
||
|
SHADER_PARAM( BLOOMTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" )
|
||
|
SHADER_PARAM( SHARPNESS, SHADER_PARAM_TYPE_FLOAT, "1", "" )
|
||
|
SHADER_PARAM( WOODCUT, SHADER_PARAM_TYPE_FLOAT, "0", "" )
|
||
|
SHADER_PARAM( VIGNETTE_MIN_BRIGHT,SHADER_PARAM_TYPE_FLOAT,"1","")
|
||
|
SHADER_PARAM( VIGNETTE_POWER,SHADER_PARAM_TYPE_FLOAT,"4","")
|
||
|
SHADER_PARAM( EDGE_SOFTNESS,SHADER_PARAM_TYPE_FLOAT,"0","")
|
||
|
SHADER_PARAM( BLOOMAMOUNT, SHADER_PARAM_TYPE_FLOAT, "1.0", "" )
|
||
|
SHADER_PARAM( BLOOMEXPONENT, SHADER_PARAM_TYPE_FLOAT, "2.0", "" )
|
||
|
SHADER_PARAM( ALPHASHARPENFACTOR, SHADER_PARAM_TYPE_FLOAT, "0.0", "" )
|
||
|
SHADER_PARAM( EXPOSURE_TEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" )
|
||
|
SHADER_PARAM( AUTOEXPOSE_MIN, SHADER_PARAM_TYPE_FLOAT, ".5", "" )
|
||
|
SHADER_PARAM( AUTOEXPOSE_MAX, SHADER_PARAM_TYPE_FLOAT, "2", "" )
|
||
|
END_SHADER_PARAMS
|
||
|
|
||
|
SHADER_INIT
|
||
|
{
|
||
|
if( params[BASETEXTURE]->IsDefined() )
|
||
|
{
|
||
|
LoadTexture( BASETEXTURE );
|
||
|
}
|
||
|
if( params[BLOOMTEXTURE]->IsDefined() )
|
||
|
{
|
||
|
LoadTexture( BLOOMTEXTURE );
|
||
|
}
|
||
|
if( params[EXPOSURE_TEXTURE]->IsDefined() )
|
||
|
{
|
||
|
LoadTexture( EXPOSURE_TEXTURE );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
SHADER_FALLBACK
|
||
|
{
|
||
|
// Requires DX9 + above
|
||
|
if ( g_pHardwareConfig->GetDXSupportLevel() < 90 )
|
||
|
{
|
||
|
Assert( 0 );
|
||
|
return "Wireframe";
|
||
|
}
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
SHADER_DRAW
|
||
|
{
|
||
|
SHADOW_STATE
|
||
|
{
|
||
|
pShaderShadow->EnableDepthWrites( false );
|
||
|
|
||
|
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
|
||
|
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
|
||
|
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
|
||
|
int fmt = VERTEX_POSITION;
|
||
|
pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
|
||
|
|
||
|
// convert from linear to gamma on write.
|
||
|
pShaderShadow->EnableSRGBWrite( true );
|
||
|
|
||
|
// Pre-cache shaders
|
||
|
DECLARE_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 );
|
||
|
SET_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 );
|
||
|
|
||
|
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
|
||
|
{
|
||
|
DECLARE_STATIC_PIXEL_SHADER( floatcombine_autoexpose_ps20b );
|
||
|
SET_STATIC_PIXEL_SHADER( floatcombine_autoexpose_ps20b );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
DECLARE_STATIC_PIXEL_SHADER( floatcombine_autoexpose_ps20 );
|
||
|
SET_STATIC_PIXEL_SHADER( floatcombine_autoexpose_ps20 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
DYNAMIC_STATE
|
||
|
{
|
||
|
float c0[4]={params[SHARPNESS]->GetFloatValue(),
|
||
|
params[WOODCUT]->GetFloatValue(),
|
||
|
params[BLOOMAMOUNT]->GetFloatValue(),
|
||
|
params[ALPHASHARPENFACTOR]->GetFloatValue()};
|
||
|
float c1[4]={params[BLOOMEXPONENT]->GetFloatValue(),
|
||
|
params[VIGNETTE_MIN_BRIGHT]->GetFloatValue(),
|
||
|
params[VIGNETTE_POWER]->GetFloatValue(),
|
||
|
params[EDGE_SOFTNESS]->GetFloatValue()};
|
||
|
float c2[4]={params[AUTOEXPOSE_MIN]->GetFloatValue(),
|
||
|
params[AUTOEXPOSE_MAX]->GetFloatValue(),
|
||
|
0,0};
|
||
|
pShaderAPI->SetPixelShaderConstant( 0, c0, 1 );
|
||
|
pShaderAPI->SetPixelShaderConstant( 1, c1, 1 );
|
||
|
pShaderAPI->SetPixelShaderConstant( 2, c2, 1 );
|
||
|
BindTexture( SHADER_SAMPLER0, BASETEXTURE, -1 );
|
||
|
BindTexture( SHADER_SAMPLER1, BLOOMTEXTURE, -1 );
|
||
|
BindTexture( SHADER_SAMPLER2, EXPOSURE_TEXTURE, -1 );
|
||
|
DECLARE_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 );
|
||
|
SET_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 );
|
||
|
|
||
|
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
|
||
|
{
|
||
|
DECLARE_DYNAMIC_PIXEL_SHADER( floatcombine_autoexpose_ps20b );
|
||
|
SET_DYNAMIC_PIXEL_SHADER( floatcombine_autoexpose_ps20b );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
DECLARE_DYNAMIC_PIXEL_SHADER( floatcombine_autoexpose_ps20 );
|
||
|
SET_DYNAMIC_PIXEL_SHADER( floatcombine_autoexpose_ps20 );
|
||
|
}
|
||
|
}
|
||
|
Draw();
|
||
|
}
|
||
|
END_SHADER
|