//========= Copyright © 1996-2004, Valve LLC, All rights reserved. ============ // // Purpose: // // $NoKeywords: $ //============================================================================= #include "BaseVSShader.h" #include "common_hlsl_cpp_consts.h" #include "HDRCombineTo16Bit_ps20.inc" #include "HDRCombineTo16Bit_ps20b.inc" #include "HDRCombineTo16Bit_vs20.inc" #include "convar.h" // NOTE: This has to be the last file included! #include "tier0/memdbgon.h" BEGIN_VS_SHADER_FLAGS( HDRCombineTo16Bit, "Help for HDRCombineTo16Bit", SHADER_NOT_EDITABLE ) BEGIN_SHADER_PARAMS SHADER_PARAM( SOURCEMRTRENDERTARGET, SHADER_PARAM_TYPE_TEXTURE, "", "" ) END_SHADER_PARAMS SHADER_INIT { LoadTexture( SOURCEMRTRENDERTARGET ); } SHADER_FALLBACK { return 0; } SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnableAlphaWrites( false ); pShaderShadow->EnableDepthTest( 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( hdrcombineto16bit_vs20 ); SET_STATIC_VERTEX_SHADER( hdrcombineto16bit_vs20 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( hdrcombineto16bit_ps20b ); SET_STATIC_PIXEL_SHADER( hdrcombineto16bit_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( hdrcombineto16bit_ps20 ); SET_STATIC_PIXEL_SHADER( hdrcombineto16bit_ps20 ); } } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_NONE, SOURCEMRTRENDERTARGET, -1 ); DECLARE_DYNAMIC_VERTEX_SHADER( hdrcombineto16bit_vs20 ); SET_DYNAMIC_VERTEX_SHADER( hdrcombineto16bit_vs20 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( hdrcombineto16bit_ps20b ); SET_DYNAMIC_PIXEL_SHADER( hdrcombineto16bit_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( hdrcombineto16bit_ps20 ); SET_DYNAMIC_PIXEL_SHADER( hdrcombineto16bit_ps20 ); } } Draw(); } END_SHADER