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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "screenspaceeffect_vs20.inc"
#include "floatcombine_autoexpose_ps20.inc"
#include "floatcombine_autoexpose_ps20b.inc"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
BEGIN_VS_SHADER( floatcombine_autoexpose, "Help for floatcombine_autoexpose" ) BEGIN_SHADER_PARAMS SHADER_PARAM( BLOOMTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" ) SHADER_PARAM( SHARPNESS, SHADER_PARAM_TYPE_FLOAT, "1", "" ) SHADER_PARAM( WOODCUT, SHADER_PARAM_TYPE_FLOAT, "0", "" ) SHADER_PARAM( VIGNETTE_MIN_BRIGHT,SHADER_PARAM_TYPE_FLOAT,"1","") SHADER_PARAM( VIGNETTE_POWER,SHADER_PARAM_TYPE_FLOAT,"4","") SHADER_PARAM( EDGE_SOFTNESS,SHADER_PARAM_TYPE_FLOAT,"0","") SHADER_PARAM( BLOOMAMOUNT, SHADER_PARAM_TYPE_FLOAT, "1.0", "" ) SHADER_PARAM( BLOOMEXPONENT, SHADER_PARAM_TYPE_FLOAT, "2.0", "" ) SHADER_PARAM( ALPHASHARPENFACTOR, SHADER_PARAM_TYPE_FLOAT, "0.0", "" ) SHADER_PARAM( EXPOSURE_TEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" ) SHADER_PARAM( AUTOEXPOSE_MIN, SHADER_PARAM_TYPE_FLOAT, ".5", "" ) SHADER_PARAM( AUTOEXPOSE_MAX, SHADER_PARAM_TYPE_FLOAT, "2", "" ) END_SHADER_PARAMS
SHADER_INIT { if( params[BASETEXTURE]->IsDefined() ) { LoadTexture( BASETEXTURE ); } if( params[BLOOMTEXTURE]->IsDefined() ) { LoadTexture( BLOOMTEXTURE ); } if( params[EXPOSURE_TEXTURE]->IsDefined() ) { LoadTexture( EXPOSURE_TEXTURE ); } } SHADER_FALLBACK { return 0; }
SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableDepthWrites( false );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); int fmt = VERTEX_POSITION; pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
// convert from linear to gamma on write.
pShaderShadow->EnableSRGBWrite( true );
// Pre-cache shaders
DECLARE_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 ); SET_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( floatcombine_autoexpose_ps20b ); SET_STATIC_PIXEL_SHADER( floatcombine_autoexpose_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( floatcombine_autoexpose_ps20 ); SET_STATIC_PIXEL_SHADER( floatcombine_autoexpose_ps20 ); } }
DYNAMIC_STATE { float c0[4]={params[SHARPNESS]->GetFloatValue(), params[WOODCUT]->GetFloatValue(), params[BLOOMAMOUNT]->GetFloatValue(), params[ALPHASHARPENFACTOR]->GetFloatValue()}; float c1[4]={params[BLOOMEXPONENT]->GetFloatValue(), params[VIGNETTE_MIN_BRIGHT]->GetFloatValue(), params[VIGNETTE_POWER]->GetFloatValue(), params[EDGE_SOFTNESS]->GetFloatValue()}; float c2[4]={params[AUTOEXPOSE_MIN]->GetFloatValue(), params[AUTOEXPOSE_MAX]->GetFloatValue(), 0,0}; pShaderAPI->SetPixelShaderConstant( 0, c0, 1 ); pShaderAPI->SetPixelShaderConstant( 1, c1, 1 ); pShaderAPI->SetPixelShaderConstant( 2, c2, 1 ); BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_NONE, BASETEXTURE, -1 ); BindTexture( SHADER_SAMPLER1, TEXTURE_BINDFLAGS_NONE, BLOOMTEXTURE, -1 ); BindTexture( SHADER_SAMPLER2, TEXTURE_BINDFLAGS_NONE, EXPOSURE_TEXTURE, -1 ); DECLARE_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 ); SET_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( floatcombine_autoexpose_ps20b ); SET_DYNAMIC_PIXEL_SHADER( floatcombine_autoexpose_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( floatcombine_autoexpose_ps20 ); SET_DYNAMIC_PIXEL_SHADER( floatcombine_autoexpose_ps20 ); } } Draw(); } END_SHADER
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