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//===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#include "BaseVSShader.h"
#include "sfm_combine_vs20.inc"
#include "sfm_integercombine_ps20.inc"
#include "sfm_integercombine_ps20b.inc"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
BEGIN_VS_SHADER_FLAGS( sfm_integercombine_shader, "Help for SFM integer HDR combine pass", SHADER_NOT_EDITABLE ) BEGIN_SHADER_PARAMS SHADER_PARAM( ORIGINALTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" ) // Original full resolution texture
SHADER_PARAM( BLURREDTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" ) // Blurred quarter-resolution texture
SHADER_PARAM( BLOOMAMOUNT, SHADER_PARAM_TYPE_VEC4, "", "" ) // How much bloom gets added in
SHADER_PARAM( ISFLOAT, SHADER_PARAM_TYPE_INTEGER, "", "" ) // Float or integer?
END_SHADER_PARAMS
SHADER_INIT { LoadTexture( ORIGINALTEXTURE ); LoadTexture( BLURREDTEXTURE ); } SHADER_FALLBACK { return 0; }
SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnableDepthTest( false ); pShaderShadow->EnableAlphaWrites( true ); pShaderShadow->EnableBlending( false ); pShaderShadow->EnableCulling( false );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
int fmt = VERTEX_POSITION; pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
DECLARE_STATIC_VERTEX_SHADER( sfm_combine_vs20 ); SET_STATIC_VERTEX_SHADER( sfm_combine_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( sfm_integercombine_ps20b ); SET_STATIC_PIXEL_SHADER( sfm_integercombine_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( sfm_integercombine_ps20 ); SET_STATIC_PIXEL_SHADER( sfm_integercombine_ps20 ); } }
DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_NONE, ORIGINALTEXTURE, -1 ); BindTexture( SHADER_SAMPLER1, TEXTURE_BINDFLAGS_NONE, BLURREDTEXTURE, -1 );
SetPixelShaderConstant( 0, BLOOMAMOUNT );
bool bIsFloat = params[ISFLOAT]->GetIntValue() != 0;
DECLARE_DYNAMIC_VERTEX_SHADER( sfm_combine_vs20 ); SET_DYNAMIC_VERTEX_SHADER( sfm_combine_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( sfm_integercombine_ps20b ); SET_DYNAMIC_PIXEL_SHADER_COMBO( ISFLOAT, bIsFloat ); SET_DYNAMIC_PIXEL_SHADER( sfm_integercombine_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( sfm_integercombine_ps20 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( ISFLOAT, bIsFloat ); SET_DYNAMIC_PIXEL_SHADER( sfm_integercombine_ps20 ); } } Draw(); } END_SHADER
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