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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#include "BaseVSShader.h"
#include "common_hlsl_cpp_consts.h"
#include "Downsample_ps20.inc"
#include "Downsample_ps20b.inc"
BEGIN_VS_SHADER_FLAGS( Downsample, "Help for Downsample", SHADER_NOT_EDITABLE ) BEGIN_SHADER_PARAMS END_SHADER_PARAMS
SHADER_INIT { LoadTexture( BASETEXTURE ); } SHADER_FALLBACK { // Requires DX9 + above
if ( !g_pHardwareConfig->SupportsVertexAndPixelShaders() ) { // Assert( 0 );
return "Wireframe"; } return 0; }
SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnableAlphaWrites( true );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
// Render targets are pegged as sRGB on OSX GL, so just force these reads and writes
bool bForceSRGBReadAndWrite = IsOSX() && g_pHardwareConfig->CanDoSRGBReadFromRTs(); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, bForceSRGBReadAndWrite ); pShaderShadow->EnableSRGBWrite( bForceSRGBReadAndWrite );
int fmt = VERTEX_POSITION; pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
pShaderShadow->SetVertexShader( "Downsample_vs20", 0 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( downsample_ps20b ); SET_STATIC_PIXEL_SHADER( downsample_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( downsample_ps20 ); SET_STATIC_PIXEL_SHADER( downsample_ps20 ); } }
DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, BASETEXTURE, -1 );
int width, height; pShaderAPI->GetBackBufferDimensions( width, height );
float v[4]; float dX = 1.0f / width; float dY = 1.0f / height;
v[0] = -dX; v[1] = -dY; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, v, 1 ); v[0] = -dX; v[1] = dY; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, v, 1 ); v[0] = dX; v[1] = -dY; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, v, 1 ); v[0] = dX; v[1] = dY; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, v, 1 );
// Setup luminance threshold (all values are scaled down by max luminance)
// v[0] = 1.0f / MAX_HDR_OVERBRIGHT;
v[0] = 0.0f; pShaderAPI->SetPixelShaderConstant( 0, v, 1 );
pShaderAPI->SetVertexShaderIndex( 0 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( downsample_ps20b ); SET_DYNAMIC_PIXEL_SHADER( downsample_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( downsample_ps20 ); SET_DYNAMIC_PIXEL_SHADER( downsample_ps20 ); } } Draw(); } END_SHADER
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