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.
110 lines
2.8 KiB
110 lines
2.8 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
|
// |
|
// Purpose: |
|
// |
|
// $NoKeywords: $ |
|
//===========================================================================// |
|
|
|
#include "BaseVSShader.h" |
|
#include "common_hlsl_cpp_consts.h" |
|
|
|
#include "Downsample_ps20.inc" |
|
#include "Downsample_ps20b.inc" |
|
|
|
|
|
BEGIN_VS_SHADER_FLAGS( Downsample, "Help for Downsample", SHADER_NOT_EDITABLE ) |
|
BEGIN_SHADER_PARAMS |
|
END_SHADER_PARAMS |
|
|
|
SHADER_INIT |
|
{ |
|
LoadTexture( BASETEXTURE ); |
|
} |
|
|
|
SHADER_FALLBACK |
|
{ |
|
// Requires DX9 + above |
|
if ( !g_pHardwareConfig->SupportsVertexAndPixelShaders() ) |
|
{ |
|
// Assert( 0 ); |
|
return "Wireframe"; |
|
} |
|
return 0; |
|
} |
|
|
|
SHADER_DRAW |
|
{ |
|
SHADOW_STATE |
|
{ |
|
pShaderShadow->EnableDepthWrites( false ); |
|
pShaderShadow->EnableAlphaWrites( true ); |
|
|
|
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); |
|
|
|
// Render targets are pegged as sRGB on OSX GL, so just force these reads and writes |
|
bool bForceSRGBReadAndWrite = IsOSX() && g_pHardwareConfig->CanDoSRGBReadFromRTs(); |
|
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, bForceSRGBReadAndWrite ); |
|
pShaderShadow->EnableSRGBWrite( bForceSRGBReadAndWrite ); |
|
|
|
int fmt = VERTEX_POSITION; |
|
pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 ); |
|
|
|
pShaderShadow->SetVertexShader( "Downsample_vs20", 0 ); |
|
|
|
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
|
{ |
|
DECLARE_STATIC_PIXEL_SHADER( downsample_ps20b ); |
|
SET_STATIC_PIXEL_SHADER( downsample_ps20b ); |
|
} |
|
else |
|
{ |
|
DECLARE_STATIC_PIXEL_SHADER( downsample_ps20 ); |
|
SET_STATIC_PIXEL_SHADER( downsample_ps20 ); |
|
} |
|
} |
|
|
|
DYNAMIC_STATE |
|
{ |
|
BindTexture( SHADER_SAMPLER0, BASETEXTURE, -1 ); |
|
|
|
int width, height; |
|
pShaderAPI->GetBackBufferDimensions( width, height ); |
|
|
|
float v[4]; |
|
float dX = 1.0f / width; |
|
float dY = 1.0f / height; |
|
|
|
v[0] = -dX; |
|
v[1] = -dY; |
|
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, v, 1 ); |
|
v[0] = -dX; |
|
v[1] = dY; |
|
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, v, 1 ); |
|
v[0] = dX; |
|
v[1] = -dY; |
|
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, v, 1 ); |
|
v[0] = dX; |
|
v[1] = dY; |
|
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, v, 1 ); |
|
|
|
// Setup luminance threshold (all values are scaled down by max luminance) |
|
// v[0] = 1.0f / MAX_HDR_OVERBRIGHT; |
|
v[0] = 0.0f; |
|
pShaderAPI->SetPixelShaderConstant( 0, v, 1 ); |
|
|
|
pShaderAPI->SetVertexShaderIndex( 0 ); |
|
|
|
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
|
{ |
|
DECLARE_DYNAMIC_PIXEL_SHADER( downsample_ps20b ); |
|
SET_DYNAMIC_PIXEL_SHADER( downsample_ps20b ); |
|
} |
|
else |
|
{ |
|
DECLARE_DYNAMIC_PIXEL_SHADER( downsample_ps20 ); |
|
SET_DYNAMIC_PIXEL_SHADER( downsample_ps20 ); |
|
} |
|
} |
|
Draw(); |
|
} |
|
END_SHADER
|
|
|