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 "sfm_combine_vs20.inc"
#include "sfm_integercombine_ps20.inc"
#include "sfm_integercombine_ps20b.inc"
BEGIN_VS_SHADER_FLAGS( sfm_integercombine_shader, "Help for SFM integer HDR combine pass", SHADER_NOT_EDITABLE ) BEGIN_SHADER_PARAMS // Original full resolution texture
SHADER_PARAM( ORIGINALTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" )
// Blurred quarter-resolution texture
SHADER_PARAM( BLURREDTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" )
// How much bloom gets added in
SHADER_PARAM( BLOOMAMOUNT, SHADER_PARAM_TYPE_VEC4, "", "" )
END_SHADER_PARAMS
SHADER_INIT { LoadTexture( ORIGINALTEXTURE ); LoadTexture( BLURREDTEXTURE ); } SHADER_FALLBACK { // Requires DX9 + above
if ( g_pHardwareConfig->GetDXSupportLevel() < 90 ) { Assert( 0 ); return "Wireframe"; } return 0; }
SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnableDepthTest( false ); pShaderShadow->EnableAlphaWrites( false ); pShaderShadow->EnableBlending( false ); pShaderShadow->EnableCulling( false );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
int fmt = VERTEX_POSITION; pShaderShadow->VertexShaderVertexFormat( fmt, 2, 0, 0 ); // Two texture coordinates (first for high res, second for low res)
DECLARE_STATIC_VERTEX_SHADER( sfm_combine_vs20 ); SET_STATIC_VERTEX_SHADER( sfm_combine_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( sfm_integercombine_ps20b ); SET_STATIC_PIXEL_SHADER( sfm_integercombine_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( sfm_integercombine_ps20 ); SET_STATIC_PIXEL_SHADER( sfm_integercombine_ps20 ); } }
DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, ORIGINALTEXTURE, -1 ); BindTexture( SHADER_SAMPLER1, BLURREDTEXTURE, -1 );
SetPixelShaderConstant( 0, BLOOMAMOUNT );
DECLARE_DYNAMIC_VERTEX_SHADER( sfm_combine_vs20 ); SET_DYNAMIC_VERTEX_SHADER( sfm_combine_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( sfm_integercombine_ps20b ); SET_DYNAMIC_PIXEL_SHADER( sfm_integercombine_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( sfm_integercombine_ps20 ); SET_DYNAMIC_PIXEL_SHADER( sfm_integercombine_ps20 ); } } Draw(); } END_SHADER
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