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151 lines
4.7 KiB
151 lines
4.7 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 "colorcorrection_ps20.inc" |
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#include "colorcorrection_ps20b.inc" |
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#include "../materialsystem_global.h" |
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BEGIN_VS_SHADER_FLAGS( ColorCorrection, "Help for ColorCorrection", SHADER_NOT_EDITABLE ) |
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BEGIN_SHADER_PARAMS |
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SHADER_PARAM( WEIGHT_DEFAULT, SHADER_PARAM_TYPE_FLOAT, "1", "Volume Texture Default Weight" ) |
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SHADER_PARAM( WEIGHT0, SHADER_PARAM_TYPE_FLOAT, "0", "Volume Texture Weight 0" ) |
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SHADER_PARAM( WEIGHT1, SHADER_PARAM_TYPE_FLOAT, "0", "Volume Texture Weight 1" ) |
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SHADER_PARAM( WEIGHT2, SHADER_PARAM_TYPE_FLOAT, "0", "Volume Texture Weight 2" ) |
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SHADER_PARAM( WEIGHT3, SHADER_PARAM_TYPE_FLOAT, "0", "Volume Texture Weight 3" ) |
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SHADER_PARAM( NUM_LOOKUPS, SHADER_PARAM_TYPE_INTEGER, "0", "Number of lookup maps" ) |
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SHADER_PARAM( USE_FB_TEXTURE, SHADER_PARAM_TYPE_BOOL, "0", "Use frame buffer texture as input" ) |
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SHADER_PARAM( INPUT_TEXTURE, SHADER_PARAM_TYPE_TEXTURE, "0", "Input texture" ) |
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END_SHADER_PARAMS |
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SHADER_INIT_PARAMS() |
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{ |
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if( !params[ WEIGHT_DEFAULT ]->IsDefined() ) |
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{ |
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params[ WEIGHT_DEFAULT ]->SetFloatValue( 1.0f) ; |
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} |
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if( !params[ WEIGHT0 ]->IsDefined() ) |
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{ |
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params[ WEIGHT0 ]->SetFloatValue( 1.0f ); |
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} |
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if( !params[ WEIGHT1 ]->IsDefined() ) |
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{ |
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params[ WEIGHT1 ]->SetFloatValue( 1.0f ); |
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} |
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if( !params[ WEIGHT2 ]->IsDefined() ) |
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{ |
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params[ WEIGHT2 ]->SetFloatValue( 1.0f ); |
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} |
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if( !params[ WEIGHT3 ]->IsDefined() ) |
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{ |
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params[ WEIGHT3 ]->SetFloatValue( 1.0f ); |
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} |
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if( !params[ NUM_LOOKUPS ]->IsDefined() ) |
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{ |
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params[ NUM_LOOKUPS ]->SetIntValue( 0 ); |
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} |
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SET_FLAGS2( MATERIAL_VAR2_NEEDS_FULL_FRAME_BUFFER_TEXTURE ); |
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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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return "wireframe"; |
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} |
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return 0; |
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} |
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SHADER_INIT |
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{ |
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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->EnableTexture( SHADER_SAMPLER0, true ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); |
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int fmt = VERTEX_POSITION; |
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pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 ); |
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if ( IsOpenGL() ) |
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{ |
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// JasonM...do we use this shader? If so, it needs some sRGB adapter love |
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Assert(0); |
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} |
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// Render targets are always sRGB on OSX GL |
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bool bForceSRGBWrite = IsOSX() && g_pHardwareConfig->CanDoSRGBReadFromRTs(); |
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pShaderShadow->EnableSRGBWrite( bForceSRGBWrite ); |
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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( colorcorrection_ps20b ); |
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SET_STATIC_PIXEL_SHADER( colorcorrection_ps20b ); |
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} |
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else |
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{ |
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DECLARE_STATIC_PIXEL_SHADER( colorcorrection_ps20 ); |
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SET_STATIC_PIXEL_SHADER( colorcorrection_ps20 ); |
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} |
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} |
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DYNAMIC_STATE |
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{ |
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if( params[ USE_FB_TEXTURE ]->GetIntValue() ) |
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 ); |
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else |
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BindTexture( SHADER_SAMPLER0, INPUT_TEXTURE, -1 ); |
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for( int i=0;i<params[NUM_LOOKUPS]->GetIntValue();i++ ) |
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{ |
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pShaderAPI->BindStandardTexture( (Sampler_t)(SHADER_SAMPLER1+i), (StandardTextureId_t)(TEXTURE_COLOR_CORRECTION_VOLUME_0+i) ); |
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} |
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float default_weight = params[ WEIGHT_DEFAULT ]->GetFloatValue(); |
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float weights[4] = { params[ WEIGHT0 ]->GetFloatValue(), |
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params[ WEIGHT1 ]->GetFloatValue(), |
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params[ WEIGHT2 ]->GetFloatValue(), |
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params[ WEIGHT3 ]->GetFloatValue() }; |
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pShaderAPI->SetPixelShaderConstant( 0, &default_weight ); |
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pShaderAPI->SetPixelShaderConstant( 1, &weights[0] ); |
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pShaderAPI->SetPixelShaderConstant( 2, &weights[1] ); |
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pShaderAPI->SetPixelShaderConstant( 3, &weights[2] ); |
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pShaderAPI->SetPixelShaderConstant( 4, &weights[3] ); |
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
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{ |
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DECLARE_DYNAMIC_PIXEL_SHADER( colorcorrection_ps20b ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LOOKUPS, params[ NUM_LOOKUPS ]->GetIntValue() ); |
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SET_DYNAMIC_PIXEL_SHADER( colorcorrection_ps20b ); |
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} |
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else |
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{ |
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DECLARE_DYNAMIC_PIXEL_SHADER( colorcorrection_ps20 ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LOOKUPS, params[ NUM_LOOKUPS ]->GetIntValue() ); |
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SET_DYNAMIC_PIXEL_SHADER( colorcorrection_ps20 ); |
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} |
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DECLARE_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 ); |
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SET_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 ); |
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} |
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Draw(); |
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} |
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END_SHADER
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