Counter Strike : Global Offensive Source Code
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//===== 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