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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "screenspaceeffect_vs20.inc"
#include "floatcombine_ps20.inc"
#include "floatcombine_ps20b.inc"
BEGIN_VS_SHADER_FLAGS( floatcombine, "Help for floatcombine", SHADER_NOT_EDITABLE ) BEGIN_SHADER_PARAMS SHADER_PARAM( BLOOMTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" ) SHADER_PARAM( SHARPNESS, SHADER_PARAM_TYPE_FLOAT, "1", "" ) SHADER_PARAM( WOODCUT, SHADER_PARAM_TYPE_FLOAT, "0", "" ) SHADER_PARAM( VIGNETTE_MIN_BRIGHT,SHADER_PARAM_TYPE_FLOAT,"1","") SHADER_PARAM( VIGNETTE_POWER,SHADER_PARAM_TYPE_FLOAT,"4","") SHADER_PARAM( EDGE_SOFTNESS,SHADER_PARAM_TYPE_FLOAT,"0","") SHADER_PARAM( BLOOMAMOUNT, SHADER_PARAM_TYPE_FLOAT, "1.0", "" ) SHADER_PARAM( BLOOMEXPONENT, SHADER_PARAM_TYPE_FLOAT, "2.0", "" ) SHADER_PARAM( ALPHASHARPENFACTOR, SHADER_PARAM_TYPE_FLOAT, "0.0", "" ) END_SHADER_PARAMS
SHADER_INIT { if( params[BASETEXTURE]->IsDefined() ) { LoadTexture( BASETEXTURE ); } if( params[BLOOMTEXTURE]->IsDefined() ) { LoadTexture( BLOOMTEXTURE ); } } SHADER_FALLBACK { // Requires DX9 + above
if ( g_pHardwareConfig->GetDXSupportLevel() < 90 ) { // Assert( 0 );
return "Wireframe"; } return 0; }
SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableDepthWrites( false );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); int fmt = VERTEX_POSITION; pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
// convert from linear to gamma on write.
pShaderShadow->EnableSRGBWrite( true );
// Pre-cache shaders
DECLARE_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 ); SET_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( floatcombine_ps20b ); SET_STATIC_PIXEL_SHADER( floatcombine_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( floatcombine_ps20 ); SET_STATIC_PIXEL_SHADER( floatcombine_ps20 ); } }
DYNAMIC_STATE { float c0[4]={params[SHARPNESS]->GetFloatValue(), params[WOODCUT]->GetFloatValue(), params[BLOOMAMOUNT]->GetFloatValue(), params[ALPHASHARPENFACTOR]->GetFloatValue()}; float c1[4]={params[BLOOMEXPONENT]->GetFloatValue(), params[VIGNETTE_MIN_BRIGHT]->GetFloatValue(), params[VIGNETTE_POWER]->GetFloatValue(), params[EDGE_SOFTNESS]->GetFloatValue()}; pShaderAPI->SetPixelShaderConstant( 0, c0, 1 ); pShaderAPI->SetPixelShaderConstant( 1, c1, 1 ); BindTexture( SHADER_SAMPLER0, BASETEXTURE, -1 ); BindTexture( SHADER_SAMPLER1, BLOOMTEXTURE, -1 );
ITexture *base_texture=params[BASETEXTURE]->GetTextureValue(); ITexture *bloom_texture=params[BLOOMTEXTURE]->GetTextureValue();
float v0[4]={ (float)(1.0/base_texture->GetActualWidth()), (float)(1.0/base_texture->GetActualHeight()), (float)(1.0/bloom_texture->GetActualWidth()), (float)(1.0/bloom_texture->GetActualHeight()) }; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, v0, 1 );
DECLARE_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 ); SET_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( floatcombine_ps20b ); SET_DYNAMIC_PIXEL_SHADER( floatcombine_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( floatcombine_ps20 ); SET_DYNAMIC_PIXEL_SHADER( floatcombine_ps20 ); } } Draw(); } END_SHADER
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