|
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "BaseVSShader.h"
#include "common_hlsl_cpp_consts.h"
#include "convar.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( Downsample_nohdr, Downsample_nohdr_DX80 )
BEGIN_VS_SHADER_FLAGS( Downsample_nohdr_DX80, "Help for Downsample_nohdr_DX80", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS END_SHADER_PARAMS
SHADER_INIT { LoadTexture( BASETEXTURE ); }
SHADER_FALLBACK { if ( g_pHardwareConfig->GetDXSupportLevel() < 80 ) { return "Wireframe"; } return 0; }
SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnableAlphaWrites( true );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 );
pShaderShadow->SetVertexShader( "Downsample_vs11", 0 ); pShaderShadow->SetPixelShader( "Downsample_nohdr_ps11" ); }
DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, BASETEXTURE, -1 ); BindTexture( SHADER_SAMPLER1, BASETEXTURE, -1 ); BindTexture( SHADER_SAMPLER2, BASETEXTURE, -1 ); BindTexture( SHADER_SAMPLER3, BASETEXTURE, -1 );
int width, height; pShaderAPI->GetBackBufferDimensions( width, height );
float v[4][4]; float dX = 1.0f/width; float dY = 1.0f/height;
v[0][0] = .5*dX; v[0][1] = .5*dY; v[1][0] = 2.5*dX; v[1][1] = .5*dY; v[2][0] = .5*dX; v[2][1] = 2.5*dY; v[3][0] = 2.5*dX; v[3][1] = 2.5*dY; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, &v[0][0], 4 );
pShaderAPI->SetVertexShaderIndex( 0 ); pShaderAPI->SetPixelShaderIndex( 0 ); } Draw(); } END_SHADER
|