Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "BaseVSShader.h"
#include "common_hlsl_cpp_consts.h"
#include "convar.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( Downsample_nohdr, Downsample_nohdr_DX80 )
BEGIN_VS_SHADER_FLAGS( Downsample_nohdr_DX80, "Help for Downsample_nohdr_DX80", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS
END_SHADER_PARAMS
SHADER_INIT
{
LoadTexture( BASETEXTURE );
}
SHADER_FALLBACK
{
if ( g_pHardwareConfig->GetDXSupportLevel() < 80 )
{
return "Wireframe";
}
return 0;
}
SHADER_DRAW
{
SHADOW_STATE
{
pShaderShadow->EnableDepthWrites( false );
pShaderShadow->EnableAlphaWrites( true );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 );
pShaderShadow->SetVertexShader( "Downsample_vs11", 0 );
pShaderShadow->SetPixelShader( "Downsample_nohdr_ps11" );
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER0, BASETEXTURE, -1 );
BindTexture( SHADER_SAMPLER1, BASETEXTURE, -1 );
BindTexture( SHADER_SAMPLER2, BASETEXTURE, -1 );
BindTexture( SHADER_SAMPLER3, BASETEXTURE, -1 );
int width, height;
pShaderAPI->GetBackBufferDimensions( width, height );
float v[4][4];
float dX = 1.0f/width;
float dY = 1.0f/height;
v[0][0] = .5*dX;
v[0][1] = .5*dY;
v[1][0] = 2.5*dX;
v[1][1] = .5*dY;
v[2][0] = .5*dX;
v[2][1] = 2.5*dY;
v[3][0] = 2.5*dX;
v[3][1] = 2.5*dY;
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, &v[0][0], 4 );
pShaderAPI->SetVertexShaderIndex( 0 );
pShaderAPI->SetPixelShaderIndex( 0 );
}
Draw();
}
END_SHADER