//===== Copyright (c) 1996-2005, Valve Corporation, All rights reserved. ======// // // Purpose: // // $NoKeywords: $ //===========================================================================// #include "BaseVSShader.h" #include "screenspaceeffect_vs20.inc" #include "Bloom_ps20.inc" #include "Bloom_ps20b.inc" // NOTE: This has to be the last file included! #include "tier0/memdbgon.h" BEGIN_VS_SHADER_FLAGS( Bloom, "Help for Bloom", SHADER_NOT_EDITABLE ) BEGIN_SHADER_PARAMS SHADER_PARAM( FBTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "_rt_FullFrameFB", "" ) SHADER_PARAM( BLURTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "_rt_SmallHDR0", "" ) END_SHADER_PARAMS SHADER_INIT { if( params[FBTEXTURE]->IsDefined() ) { LoadTexture( FBTEXTURE ); } if( params[BLURTEXTURE]->IsDefined() ) { LoadTexture( BLURTEXTURE ); } } SHADER_FALLBACK { return 0; } SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); int fmt = VERTEX_POSITION; pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 ); // 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( bloom_ps20b ); SET_STATIC_PIXEL_SHADER( bloom_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( bloom_ps20 ); SET_STATIC_PIXEL_SHADER( bloom_ps20 ); } } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_NONE, FBTEXTURE, -1 ); BindTexture( SHADER_SAMPLER1, TEXTURE_BINDFLAGS_NONE, BLURTEXTURE, -1 ); DECLARE_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 ); SET_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( bloom_ps20b ); SET_DYNAMIC_PIXEL_SHADER( bloom_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( bloom_ps20 ); SET_DYNAMIC_PIXEL_SHADER( bloom_ps20 ); } } Draw(); } END_SHADER