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83 lines
2.1 KiB
83 lines
2.1 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 "HDRCombineTo16Bit_ps20.inc"
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#include "HDRCombineTo16Bit_ps20b.inc"
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#include "HDRCombineTo16Bit_vs20.inc"
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#include "convar.h"
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BEGIN_VS_SHADER_FLAGS( HDRCombineTo16Bit, "Help for HDRCombineTo16Bit", SHADER_NOT_EDITABLE )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( SOURCEMRTRENDERTARGET, SHADER_PARAM_TYPE_TEXTURE, "", "" )
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END_SHADER_PARAMS
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SHADER_INIT
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{
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LoadTexture( SOURCEMRTRENDERTARGET );
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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->EnableAlphaWrites( false );
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pShaderShadow->EnableDepthTest( false );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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int fmt = VERTEX_POSITION;
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pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
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DECLARE_STATIC_VERTEX_SHADER( hdrcombineto16bit_vs20 );
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SET_STATIC_VERTEX_SHADER( hdrcombineto16bit_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( hdrcombineto16bit_ps20b );
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SET_STATIC_PIXEL_SHADER( hdrcombineto16bit_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( hdrcombineto16bit_ps20 );
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SET_STATIC_PIXEL_SHADER( hdrcombineto16bit_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, SOURCEMRTRENDERTARGET, -1 );
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DECLARE_DYNAMIC_VERTEX_SHADER( hdrcombineto16bit_vs20 );
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SET_DYNAMIC_VERTEX_SHADER( hdrcombineto16bit_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( hdrcombineto16bit_ps20b );
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SET_DYNAMIC_PIXEL_SHADER( hdrcombineto16bit_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( hdrcombineto16bit_ps20 );
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SET_DYNAMIC_PIXEL_SHADER( hdrcombineto16bit_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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