//===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======// // // Purpose: // // $NoKeywords: $ //===========================================================================// #include "BaseVSShader.h" #include "common_hlsl_cpp_consts.h" #include "Downsample_ps20.inc" #include "Downsample_ps20b.inc" // NOTE: This has to be the last file included! #include "tier0/memdbgon.h" BEGIN_VS_SHADER_FLAGS( Downsample, "Help for Downsample", SHADER_NOT_EDITABLE ) BEGIN_SHADER_PARAMS END_SHADER_PARAMS SHADER_INIT { LoadTexture( BASETEXTURE ); } SHADER_FALLBACK { return 0; } SHADER_DRAW { bool bForceSRGBReadAndWrite = false; SHADOW_STATE { pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnableAlphaWrites( true ); pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Render targets are pegged as sRGB on togl OSX, so just force these reads and writes pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, bForceSRGBReadAndWrite ); pShaderShadow->EnableSRGBWrite( bForceSRGBReadAndWrite ); int fmt = VERTEX_POSITION; pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 ); pShaderShadow->SetVertexShader( "Downsample_vs20", 0 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( downsample_ps20b ); SET_STATIC_PIXEL_SHADER( downsample_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( downsample_ps20 ); SET_STATIC_PIXEL_SHADER( downsample_ps20 ); } } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, bForceSRGBReadAndWrite ? TEXTURE_BINDFLAGS_SRGBREAD : TEXTURE_BINDFLAGS_NONE, BASETEXTURE, -1 ); int width, height; pShaderAPI->GetBackBufferDimensions( width, height ); float v[4]; float dX = 1.0f / width; float dY = 1.0f / height; v[0] = -dX; v[1] = -dY; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, v, 1 ); v[0] = -dX; v[1] = dY; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, v, 1 ); v[0] = dX; v[1] = -dY; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, v, 1 ); v[0] = dX; v[1] = dY; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, v, 1 ); // Setup luminance threshold (all values are scaled down by max luminance) // v[0] = 1.0f / MAX_HDR_OVERBRIGHT; v[0] = 0.0f; pShaderAPI->SetPixelShaderConstant( 0, v, 1 ); pShaderAPI->SetVertexShaderIndex( 0 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( downsample_ps20b ); SET_DYNAMIC_PIXEL_SHADER( downsample_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( downsample_ps20 ); SET_DYNAMIC_PIXEL_SHADER( downsample_ps20 ); } } Draw(); } END_SHADER