//===== 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