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114 lines
3.5 KiB
114 lines
3.5 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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#include "BaseVSShader.h"
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#include "common_hlsl_cpp_consts.h"
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#include "screenspaceeffect_vs20.inc"
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#include "accumbuff4sample_ps20.inc"
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#include "accumbuff4sample_ps20b.inc"
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#include "convar.h"
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BEGIN_VS_SHADER_FLAGS( accumbuff4sample, "Help for AccumBuff4Sample", SHADER_NOT_EDITABLE )
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BEGIN_SHADER_PARAMS
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// Four textures to sample
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SHADER_PARAM( TEXTURE0, SHADER_PARAM_TYPE_TEXTURE, "", "" )
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SHADER_PARAM( TEXTURE1, SHADER_PARAM_TYPE_TEXTURE, "", "" )
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SHADER_PARAM( TEXTURE2, SHADER_PARAM_TYPE_TEXTURE, "", "" )
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SHADER_PARAM( TEXTURE3, SHADER_PARAM_TYPE_TEXTURE, "", "" )
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// Corresponding weights for the four input textures
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SHADER_PARAM( WEIGHTS, SHADER_PARAM_TYPE_VEC4, "", "Weight for Samples" )
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END_SHADER_PARAMS
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SHADER_INIT
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{
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LoadTexture( TEXTURE0 );
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LoadTexture( TEXTURE1 );
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LoadTexture( TEXTURE2 );
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LoadTexture( TEXTURE3 );
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}
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SHADER_FALLBACK
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{
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// Requires DX9 + above
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if (!g_pHardwareConfig->SupportsVertexAndPixelShaders())
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{
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Assert( 0 );
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return "Wireframe";
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}
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return 0;
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}
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SHADER_DRAW
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{
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SHADOW_STATE
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{
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pShaderShadow->EnableDepthWrites( false );
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pShaderShadow->EnableDepthTest( false );
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pShaderShadow->EnableAlphaWrites( false );
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pShaderShadow->EnableBlending( false );
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pShaderShadow->EnableCulling( false );
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// pShaderShadow->PolyMode( SHADER_POLYMODEFACE_FRONT_AND_BACK, SHADER_POLYMODE_LINE );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
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int fmt = VERTEX_POSITION;
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pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
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// Render targets are pegged as sRGB on OSX togl, so just force these reads and writes
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bool bForceSRGBReadAndWrite = IsOSX() && g_pHardwareConfig->CanDoSRGBReadFromRTs();
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, bForceSRGBReadAndWrite );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, bForceSRGBReadAndWrite );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, bForceSRGBReadAndWrite );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, bForceSRGBReadAndWrite );
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pShaderShadow->EnableSRGBWrite( bForceSRGBReadAndWrite );
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DECLARE_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 );
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SET_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( accumbuff4sample_ps20b );
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SET_STATIC_PIXEL_SHADER( accumbuff4sample_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( accumbuff4sample_ps20 );
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SET_STATIC_PIXEL_SHADER( accumbuff4sample_ps20 );
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}
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}
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DYNAMIC_STATE
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{
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BindTexture( SHADER_SAMPLER0, TEXTURE0, -1 );
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BindTexture( SHADER_SAMPLER1, TEXTURE1, -1 );
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BindTexture( SHADER_SAMPLER2, TEXTURE2, -1 );
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BindTexture( SHADER_SAMPLER3, TEXTURE3, -1 );
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SetPixelShaderConstant( 0, WEIGHTS );
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DECLARE_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 );
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SET_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( accumbuff4sample_ps20b );
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SET_DYNAMIC_PIXEL_SHADER( accumbuff4sample_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( accumbuff4sample_ps20 );
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SET_DYNAMIC_PIXEL_SHADER( accumbuff4sample_ps20 );
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}
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}
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Draw();
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}
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END_SHADER
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