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88 lines
2.3 KiB
88 lines
2.3 KiB
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//===========================================================================//
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#include "BaseVSShader.h"
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#include "common_hlsl_cpp_consts.h"
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#include "downsample_nohdr_ps20.inc"
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#include "downsample_nohdr_ps20b.inc"
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// NOTE: This has to be the last file included!
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#include "tier0/memdbgon.h"
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BEGIN_VS_SHADER_FLAGS( sfm_downsample_shader, "Help for Downsample", SHADER_NOT_EDITABLE )
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BEGIN_SHADER_PARAMS
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END_SHADER_PARAMS
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SHADER_INIT
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{
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LoadTexture( BASETEXTURE );
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}
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SHADER_FALLBACK
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{
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return 0;
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}
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SHADER_DRAW
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{
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SHADOW_STATE
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{
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pShaderShadow->EnableDepthWrites( false );
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pShaderShadow->EnableAlphaWrites( true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, false );
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pShaderShadow->EnableSRGBWrite( false );
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pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 );
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pShaderShadow->SetVertexShader( "downsample_vs20", 0 );
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DECLARE_STATIC_PIXEL_SHADER( downsample_nohdr_ps20b );
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SET_STATIC_PIXEL_SHADER_COMBO( BLOOMTYPE, 0 );
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SET_STATIC_PIXEL_SHADER_COMBO( PS3REGCOUNT48, 0 );
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SET_STATIC_PIXEL_SHADER_COMBO( SRGB_INPUT_ADAPTER, 0 ); // Mac sRGB insanity
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SET_STATIC_PIXEL_SHADER( downsample_nohdr_ps20b );
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}
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DYNAMIC_STATE
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{
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BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_NONE, BASETEXTURE, -1 );
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int width, height;
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pShaderAPI->GetCurrentRenderTargetDimensions( width, height );
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float v[4][4];
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float dX = 1.0f / (float) width;
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float dY = 1.0f / (float) height;
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v[0][0] = 0.5 * dX;
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v[0][1] = 0.5 * dY;
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v[1][0] = 2.5 * dX;
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v[1][1] = 0.5 * dY;
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v[2][0] = 0.5 * dX;
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v[2][1] = 2.5 * dY;
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v[3][0] = 2.5 * dX;
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v[3][1] = 2.5 * dY;
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, &v[0][0], 4 );
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pShaderAPI->SetVertexShaderIndex( 0 );
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float flPixelShaderParams[4] = { 1.0f, 1.0f, 1.0f, 2.2f };
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pShaderAPI->SetPixelShaderConstant( 0, flPixelShaderParams, 1 );
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float vPsConst1[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
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pShaderAPI->SetPixelShaderConstant( 1, vPsConst1, 1 );
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DECLARE_DYNAMIC_PIXEL_SHADER( downsample_nohdr_ps20b );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( FLOAT_BACK_BUFFER, 1 );
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SET_DYNAMIC_PIXEL_SHADER( downsample_nohdr_ps20b );
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}
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Draw();
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}
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END_SHADER
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