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 "screenspaceeffect_vs20.inc"
  9. #include "floatcombine_autoexpose_ps20.inc"
  10. #include "floatcombine_autoexpose_ps20b.inc"
  11. BEGIN_VS_SHADER( floatcombine_autoexpose, "Help for floatcombine_autoexpose" )
  12. BEGIN_SHADER_PARAMS
  13. SHADER_PARAM( BLOOMTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" )
  14. SHADER_PARAM( SHARPNESS, SHADER_PARAM_TYPE_FLOAT, "1", "" )
  15. SHADER_PARAM( WOODCUT, SHADER_PARAM_TYPE_FLOAT, "0", "" )
  16. SHADER_PARAM( VIGNETTE_MIN_BRIGHT,SHADER_PARAM_TYPE_FLOAT,"1","")
  17. SHADER_PARAM( VIGNETTE_POWER,SHADER_PARAM_TYPE_FLOAT,"4","")
  18. SHADER_PARAM( EDGE_SOFTNESS,SHADER_PARAM_TYPE_FLOAT,"0","")
  19. SHADER_PARAM( BLOOMAMOUNT, SHADER_PARAM_TYPE_FLOAT, "1.0", "" )
  20. SHADER_PARAM( BLOOMEXPONENT, SHADER_PARAM_TYPE_FLOAT, "2.0", "" )
  21. SHADER_PARAM( ALPHASHARPENFACTOR, SHADER_PARAM_TYPE_FLOAT, "0.0", "" )
  22. SHADER_PARAM( EXPOSURE_TEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" )
  23. SHADER_PARAM( AUTOEXPOSE_MIN, SHADER_PARAM_TYPE_FLOAT, ".5", "" )
  24. SHADER_PARAM( AUTOEXPOSE_MAX, SHADER_PARAM_TYPE_FLOAT, "2", "" )
  25. END_SHADER_PARAMS
  26. SHADER_INIT
  27. {
  28. if( params[BASETEXTURE]->IsDefined() )
  29. {
  30. LoadTexture( BASETEXTURE );
  31. }
  32. if( params[BLOOMTEXTURE]->IsDefined() )
  33. {
  34. LoadTexture( BLOOMTEXTURE );
  35. }
  36. if( params[EXPOSURE_TEXTURE]->IsDefined() )
  37. {
  38. LoadTexture( EXPOSURE_TEXTURE );
  39. }
  40. }
  41. SHADER_FALLBACK
  42. {
  43. // Requires DX9 + above
  44. if ( g_pHardwareConfig->GetDXSupportLevel() < 90 )
  45. {
  46. Assert( 0 );
  47. return "Wireframe";
  48. }
  49. return 0;
  50. }
  51. SHADER_DRAW
  52. {
  53. SHADOW_STATE
  54. {
  55. pShaderShadow->EnableDepthWrites( false );
  56. pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
  57. pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
  58. pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
  59. int fmt = VERTEX_POSITION;
  60. pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
  61. // convert from linear to gamma on write.
  62. pShaderShadow->EnableSRGBWrite( true );
  63. // Pre-cache shaders
  64. DECLARE_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 );
  65. SET_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 );
  66. if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
  67. {
  68. DECLARE_STATIC_PIXEL_SHADER( floatcombine_autoexpose_ps20b );
  69. SET_STATIC_PIXEL_SHADER( floatcombine_autoexpose_ps20b );
  70. }
  71. else
  72. {
  73. DECLARE_STATIC_PIXEL_SHADER( floatcombine_autoexpose_ps20 );
  74. SET_STATIC_PIXEL_SHADER( floatcombine_autoexpose_ps20 );
  75. }
  76. }
  77. DYNAMIC_STATE
  78. {
  79. float c0[4]={params[SHARPNESS]->GetFloatValue(),
  80. params[WOODCUT]->GetFloatValue(),
  81. params[BLOOMAMOUNT]->GetFloatValue(),
  82. params[ALPHASHARPENFACTOR]->GetFloatValue()};
  83. float c1[4]={params[BLOOMEXPONENT]->GetFloatValue(),
  84. params[VIGNETTE_MIN_BRIGHT]->GetFloatValue(),
  85. params[VIGNETTE_POWER]->GetFloatValue(),
  86. params[EDGE_SOFTNESS]->GetFloatValue()};
  87. float c2[4]={params[AUTOEXPOSE_MIN]->GetFloatValue(),
  88. params[AUTOEXPOSE_MAX]->GetFloatValue(),
  89. 0,0};
  90. pShaderAPI->SetPixelShaderConstant( 0, c0, 1 );
  91. pShaderAPI->SetPixelShaderConstant( 1, c1, 1 );
  92. pShaderAPI->SetPixelShaderConstant( 2, c2, 1 );
  93. BindTexture( SHADER_SAMPLER0, BASETEXTURE, -1 );
  94. BindTexture( SHADER_SAMPLER1, BLOOMTEXTURE, -1 );
  95. BindTexture( SHADER_SAMPLER2, EXPOSURE_TEXTURE, -1 );
  96. DECLARE_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 );
  97. SET_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 );
  98. if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
  99. {
  100. DECLARE_DYNAMIC_PIXEL_SHADER( floatcombine_autoexpose_ps20b );
  101. SET_DYNAMIC_PIXEL_SHADER( floatcombine_autoexpose_ps20b );
  102. }
  103. else
  104. {
  105. DECLARE_DYNAMIC_PIXEL_SHADER( floatcombine_autoexpose_ps20 );
  106. SET_DYNAMIC_PIXEL_SHADER( floatcombine_autoexpose_ps20 );
  107. }
  108. }
  109. Draw();
  110. }
  111. END_SHADER