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.
135 lines
3.8 KiB
135 lines
3.8 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
|
// |
|
// Purpose: |
|
// |
|
//============================================================================// |
|
|
|
#include "BaseVSShader.h" |
|
#include "common_hlsl_cpp_consts.h" |
|
#include "convar.h" |
|
|
|
#include "Downsample_nohdr_ps20.inc" |
|
#include "Downsample_nohdr_ps20b.inc" |
|
|
|
// memdbgon must be the last include file in a .cpp file!!! |
|
#include "tier0/memdbgon.h" |
|
|
|
|
|
static ConVar r_bloomtintr( "r_bloomtintr", "0.3" ); |
|
static ConVar r_bloomtintg( "r_bloomtintg", "0.59" ); |
|
static ConVar r_bloomtintb( "r_bloomtintb", "0.11" ); |
|
static ConVar r_bloomtintexponent( "r_bloomtintexponent", "2.2" ); |
|
|
|
BEGIN_VS_SHADER_FLAGS( Downsample_nohdr, "Help for Downsample_nohdr", SHADER_NOT_EDITABLE ) |
|
|
|
BEGIN_SHADER_PARAMS |
|
SHADER_PARAM( BLOOMTINTENABLE, SHADER_PARAM_TYPE_INTEGER, "1", "" ) |
|
SHADER_PARAM( CSTRIKE, SHADER_PARAM_TYPE_INTEGER, "0", "" ) |
|
END_SHADER_PARAMS |
|
|
|
SHADER_INIT_PARAMS() |
|
{ |
|
if ( !params[ BLOOMTINTENABLE ]->IsDefined() ) |
|
{ |
|
params[ BLOOMTINTENABLE ]->SetIntValue( 1 ); |
|
} |
|
} |
|
|
|
SHADER_INIT |
|
{ |
|
LoadTexture( BASETEXTURE ); |
|
} |
|
|
|
SHADER_FALLBACK |
|
{ |
|
if ( g_pHardwareConfig->GetDXSupportLevel() < 90 ) |
|
{ |
|
return "Downsample_nohdr_DX80"; |
|
} |
|
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, so just force these reads and writes |
|
bool bForceSRGBReadAndWrite = IsOSX() && g_pHardwareConfig->CanDoSRGBReadFromRTs(); |
|
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, bForceSRGBReadAndWrite ); |
|
pShaderShadow->EnableSRGBWrite( bForceSRGBReadAndWrite ); |
|
|
|
pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 ); |
|
|
|
pShaderShadow->SetVertexShader( "Downsample_vs20", 0 ); |
|
|
|
if( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() ) |
|
{ |
|
DECLARE_STATIC_PIXEL_SHADER( downsample_nohdr_ps20b ); |
|
SET_STATIC_PIXEL_SHADER_COMBO( CSTRIKE, params[CSTRIKE]->GetIntValue() ? 1 : 0 ); |
|
#ifndef _X360 |
|
SET_STATIC_PIXEL_SHADER_COMBO( SRGB_ADAPTER, bForceSRGBReadAndWrite ); |
|
#endif |
|
SET_STATIC_PIXEL_SHADER( downsample_nohdr_ps20b ); |
|
} |
|
else |
|
{ |
|
DECLARE_STATIC_PIXEL_SHADER( downsample_nohdr_ps20 ); |
|
SET_STATIC_PIXEL_SHADER_COMBO( CSTRIKE, params[CSTRIKE]->GetIntValue() ? 1 : 0 ); |
|
SET_STATIC_PIXEL_SHADER( downsample_nohdr_ps20 ); |
|
} |
|
} |
|
|
|
DYNAMIC_STATE |
|
{ |
|
BindTexture( SHADER_SAMPLER0, BASETEXTURE, -1 ); |
|
|
|
int width, height; |
|
pShaderAPI->GetBackBufferDimensions( width, height ); |
|
|
|
float v[4][4]; |
|
float dX = 1.0f/width; |
|
float dY = 1.0f/height; |
|
|
|
v[0][0] = .5*dX; |
|
v[0][1] = .5*dY; |
|
v[1][0] = 2.5*dX; |
|
v[1][1] = .5*dY; |
|
v[2][0] = .5*dX; |
|
v[2][1] = 2.5*dY; |
|
v[3][0] = 2.5*dX; |
|
v[3][1] = 2.5*dY; |
|
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, &v[0][0], 4 ); |
|
|
|
pShaderAPI->SetVertexShaderIndex( 0 ); |
|
|
|
float flPixelShaderParams[4] = { r_bloomtintr.GetFloat(), |
|
r_bloomtintg.GetFloat(), |
|
r_bloomtintb.GetFloat(), |
|
r_bloomtintexponent.GetFloat() }; |
|
if ( params[ BLOOMTINTENABLE ]->GetIntValue() == 0 ) |
|
{ |
|
flPixelShaderParams[0] = 0.333f; |
|
flPixelShaderParams[1] = 0.333f; |
|
flPixelShaderParams[2] = 0.333f; |
|
flPixelShaderParams[3] = 1.0f; |
|
} |
|
pShaderAPI->SetPixelShaderConstant( 0, flPixelShaderParams, 1 ); |
|
|
|
if( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() ) |
|
{ |
|
DECLARE_DYNAMIC_PIXEL_SHADER( downsample_nohdr_ps20b ); |
|
SET_DYNAMIC_PIXEL_SHADER( downsample_nohdr_ps20b ); |
|
} |
|
else |
|
{ |
|
DECLARE_DYNAMIC_PIXEL_SHADER( downsample_nohdr_ps20 ); |
|
SET_DYNAMIC_PIXEL_SHADER( downsample_nohdr_ps20 ); |
|
} |
|
} |
|
Draw(); |
|
} |
|
END_SHADER
|
|
|