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97 lines
2.6 KiB
97 lines
2.6 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 "sfm_combine_vs20.inc" |
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#include "sfm_integercombine_ps20.inc" |
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#include "sfm_integercombine_ps20b.inc" |
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BEGIN_VS_SHADER_FLAGS( sfm_integercombine_shader, "Help for SFM integer HDR combine pass", SHADER_NOT_EDITABLE ) |
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BEGIN_SHADER_PARAMS |
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// Original full resolution texture |
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SHADER_PARAM( ORIGINALTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" ) |
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// Blurred quarter-resolution texture |
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SHADER_PARAM( BLURREDTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" ) |
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// How much bloom gets added in |
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SHADER_PARAM( BLOOMAMOUNT, SHADER_PARAM_TYPE_VEC4, "", "" ) |
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END_SHADER_PARAMS |
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SHADER_INIT |
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{ |
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LoadTexture( ORIGINALTEXTURE ); |
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LoadTexture( BLURREDTEXTURE ); |
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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->EnableDepthTest( false ); |
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pShaderShadow->EnableAlphaWrites( false ); |
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pShaderShadow->EnableBlending( false ); |
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pShaderShadow->EnableCulling( 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, 2, 0, 0 ); // Two texture coordinates (first for high res, second for low res) |
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DECLARE_STATIC_VERTEX_SHADER( sfm_combine_vs20 ); |
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SET_STATIC_VERTEX_SHADER( sfm_combine_vs20 ); |
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
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{ |
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DECLARE_STATIC_PIXEL_SHADER( sfm_integercombine_ps20b ); |
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SET_STATIC_PIXEL_SHADER( sfm_integercombine_ps20b ); |
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} |
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else |
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{ |
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DECLARE_STATIC_PIXEL_SHADER( sfm_integercombine_ps20 ); |
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SET_STATIC_PIXEL_SHADER( sfm_integercombine_ps20 ); |
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} |
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} |
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DYNAMIC_STATE |
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{ |
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BindTexture( SHADER_SAMPLER0, ORIGINALTEXTURE, -1 ); |
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BindTexture( SHADER_SAMPLER1, BLURREDTEXTURE, -1 ); |
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SetPixelShaderConstant( 0, BLOOMAMOUNT ); |
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DECLARE_DYNAMIC_VERTEX_SHADER( sfm_combine_vs20 ); |
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SET_DYNAMIC_VERTEX_SHADER( sfm_combine_vs20 ); |
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
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{ |
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DECLARE_DYNAMIC_PIXEL_SHADER( sfm_integercombine_ps20b ); |
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SET_DYNAMIC_PIXEL_SHADER( sfm_integercombine_ps20b ); |
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} |
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else |
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{ |
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DECLARE_DYNAMIC_PIXEL_SHADER( sfm_integercombine_ps20 ); |
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SET_DYNAMIC_PIXEL_SHADER( sfm_integercombine_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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