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118 lines
3.6 KiB
118 lines
3.6 KiB
//========= 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 "floatcombine_ps20.inc" |
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#include "floatcombine_ps20b.inc" |
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BEGIN_VS_SHADER_FLAGS( floatcombine, "Help for floatcombine", SHADER_NOT_EDITABLE ) |
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BEGIN_SHADER_PARAMS |
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SHADER_PARAM( BLOOMTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" ) |
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SHADER_PARAM( SHARPNESS, SHADER_PARAM_TYPE_FLOAT, "1", "" ) |
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SHADER_PARAM( WOODCUT, SHADER_PARAM_TYPE_FLOAT, "0", "" ) |
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SHADER_PARAM( VIGNETTE_MIN_BRIGHT,SHADER_PARAM_TYPE_FLOAT,"1","") |
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SHADER_PARAM( VIGNETTE_POWER,SHADER_PARAM_TYPE_FLOAT,"4","") |
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SHADER_PARAM( EDGE_SOFTNESS,SHADER_PARAM_TYPE_FLOAT,"0","") |
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SHADER_PARAM( BLOOMAMOUNT, SHADER_PARAM_TYPE_FLOAT, "1.0", "" ) |
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SHADER_PARAM( BLOOMEXPONENT, SHADER_PARAM_TYPE_FLOAT, "2.0", "" ) |
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SHADER_PARAM( ALPHASHARPENFACTOR, SHADER_PARAM_TYPE_FLOAT, "0.0", "" ) |
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END_SHADER_PARAMS |
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SHADER_INIT |
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{ |
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if( params[BASETEXTURE]->IsDefined() ) |
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{ |
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LoadTexture( BASETEXTURE ); |
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} |
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if( params[BLOOMTEXTURE]->IsDefined() ) |
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{ |
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LoadTexture( BLOOMTEXTURE ); |
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} |
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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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// Assert( 0 ); |
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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_DRAW |
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{ |
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SHADOW_STATE |
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{ |
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pShaderShadow->EnableDepthWrites( false ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); |
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int fmt = VERTEX_POSITION; |
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pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 ); |
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// convert from linear to gamma on write. |
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pShaderShadow->EnableSRGBWrite( true ); |
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// Pre-cache shaders |
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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( floatcombine_ps20b ); |
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SET_STATIC_PIXEL_SHADER( floatcombine_ps20b ); |
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} |
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else |
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{ |
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DECLARE_STATIC_PIXEL_SHADER( floatcombine_ps20 ); |
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SET_STATIC_PIXEL_SHADER( floatcombine_ps20 ); |
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} |
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} |
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DYNAMIC_STATE |
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{ |
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float c0[4]={params[SHARPNESS]->GetFloatValue(), |
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params[WOODCUT]->GetFloatValue(), |
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params[BLOOMAMOUNT]->GetFloatValue(), |
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params[ALPHASHARPENFACTOR]->GetFloatValue()}; |
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float c1[4]={params[BLOOMEXPONENT]->GetFloatValue(), |
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params[VIGNETTE_MIN_BRIGHT]->GetFloatValue(), |
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params[VIGNETTE_POWER]->GetFloatValue(), |
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params[EDGE_SOFTNESS]->GetFloatValue()}; |
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pShaderAPI->SetPixelShaderConstant( 0, c0, 1 ); |
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pShaderAPI->SetPixelShaderConstant( 1, c1, 1 ); |
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, -1 ); |
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BindTexture( SHADER_SAMPLER1, BLOOMTEXTURE, -1 ); |
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ITexture *base_texture=params[BASETEXTURE]->GetTextureValue(); |
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ITexture *bloom_texture=params[BLOOMTEXTURE]->GetTextureValue(); |
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float v0[4]={ (float)(1.0/base_texture->GetActualWidth()), (float)(1.0/base_texture->GetActualHeight()), |
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(float)(1.0/bloom_texture->GetActualWidth()), (float)(1.0/bloom_texture->GetActualHeight()) }; |
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, v0, 1 ); |
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DECLARE_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 ); |
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SET_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 ); |
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
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{ |
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DECLARE_DYNAMIC_PIXEL_SHADER( floatcombine_ps20b ); |
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SET_DYNAMIC_PIXEL_SHADER( floatcombine_ps20b ); |
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} |
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else |
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{ |
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DECLARE_DYNAMIC_PIXEL_SHADER( floatcombine_ps20 ); |
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SET_DYNAMIC_PIXEL_SHADER( floatcombine_ps20 ); |
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} |
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} |
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Draw(); |
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} |
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END_SHADER
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