Team Fortress 2 Source Code as on 22/4/2020
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  1. //========= Copyright Valve Corporation, All rights reserved. ============//
  2. //
  3. // Purpose:
  4. //
  5. // $NoKeywords: $
  6. //===========================================================================//
  7. #include "BaseVSShader.h"
  8. #include "common_hlsl_cpp_consts.h"
  9. #include "Downsample_ps20.inc"
  10. #include "Downsample_ps20b.inc"
  11. BEGIN_VS_SHADER_FLAGS( sfm_downsample_shader, "Help for Downsample", SHADER_NOT_EDITABLE )
  12. BEGIN_SHADER_PARAMS
  13. END_SHADER_PARAMS
  14. SHADER_INIT
  15. {
  16. LoadTexture( BASETEXTURE );
  17. }
  18. SHADER_FALLBACK
  19. {
  20. // Requires DX9 + above
  21. if (!g_pHardwareConfig->SupportsVertexAndPixelShaders())
  22. {
  23. Assert( 0 );
  24. return "Wireframe";
  25. }
  26. return 0;
  27. }
  28. SHADER_DRAW
  29. {
  30. SHADOW_STATE
  31. {
  32. pShaderShadow->EnableDepthWrites( false );
  33. pShaderShadow->EnableAlphaWrites( true );
  34. pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
  35. int fmt = VERTEX_POSITION;
  36. pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
  37. pShaderShadow->SetVertexShader( "downsample_vs20", 0 );
  38. if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
  39. {
  40. DECLARE_STATIC_PIXEL_SHADER( downsample_ps20b );
  41. SET_STATIC_PIXEL_SHADER( downsample_ps20b );
  42. }
  43. else
  44. {
  45. DECLARE_STATIC_PIXEL_SHADER( downsample_ps20 );
  46. SET_STATIC_PIXEL_SHADER( downsample_ps20 );
  47. }
  48. }
  49. DYNAMIC_STATE
  50. {
  51. BindTexture( SHADER_SAMPLER0, BASETEXTURE, -1 );
  52. ITexture *src_texture=params[BASETEXTURE]->GetTextureValue();
  53. int width = src_texture->GetActualWidth();
  54. int height = src_texture->GetActualHeight();
  55. float v[4];
  56. float dX = 1.0f / width;
  57. float dY = 1.0f / height;
  58. v[0] = -dX;
  59. v[1] = -dY;
  60. pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, v, 1 );
  61. v[0] = -dX;
  62. v[1] = dY;
  63. pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, v, 1 );
  64. v[0] = dX;
  65. v[1] = -dY;
  66. pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, v, 1 );
  67. v[0] = dX;
  68. v[1] = dY;
  69. pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, v, 1 );
  70. // Setup luminance threshold (all values are scaled down by max luminance)
  71. // v[0] = 1.0f / MAX_HDR_OVERBRIGHT;
  72. v[0] = 0.0f;
  73. pShaderAPI->SetPixelShaderConstant( 0, v, 1 );
  74. pShaderAPI->SetVertexShaderIndex( 0 );
  75. if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
  76. {
  77. DECLARE_DYNAMIC_PIXEL_SHADER( downsample_ps20b );
  78. SET_DYNAMIC_PIXEL_SHADER( downsample_ps20b );
  79. }
  80. else
  81. {
  82. DECLARE_DYNAMIC_PIXEL_SHADER( downsample_ps20 );
  83. SET_DYNAMIC_PIXEL_SHADER( downsample_ps20 );
  84. }
  85. }
  86. Draw();
  87. }
  88. END_SHADER