Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#include "BaseVSShader.h"
#include "screenspaceeffect_vs20.inc"
#include "Bloom_ps20.inc"
#include "Bloom_ps20b.inc"
BEGIN_VS_SHADER_FLAGS( Bloom, "Help for Bloom", SHADER_NOT_EDITABLE ) BEGIN_SHADER_PARAMS SHADER_PARAM( FBTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "_rt_FullFrameFB", "" ) SHADER_PARAM( BLURTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "_rt_SmallHDR0", "" ) END_SHADER_PARAMS
SHADER_INIT { if( params[FBTEXTURE]->IsDefined() ) { LoadTexture( FBTEXTURE ); } if( params[BLURTEXTURE]->IsDefined() ) { LoadTexture( BLURTEXTURE ); } } 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 );
// 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( bloom_ps20b ); SET_STATIC_PIXEL_SHADER( bloom_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( bloom_ps20 ); SET_STATIC_PIXEL_SHADER( bloom_ps20 ); } }
DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, FBTEXTURE, -1 ); BindTexture( SHADER_SAMPLER1, BLURTEXTURE, -1 ); DECLARE_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 ); SET_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( bloom_ps20b ); SET_DYNAMIC_PIXEL_SHADER( bloom_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( bloom_ps20 ); SET_DYNAMIC_PIXEL_SHADER( bloom_ps20 ); } } Draw(); } END_SHADER
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