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 "screenspaceeffect_vs20.inc"
#include "floatcombine_ps20.inc"
#include "floatcombine_ps20b.inc"
BEGIN_VS_SHADER_FLAGS( floatcombine, "Help for floatcombine", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS
SHADER_PARAM( BLOOMTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" )
SHADER_PARAM( SHARPNESS, SHADER_PARAM_TYPE_FLOAT, "1", "" )
SHADER_PARAM( WOODCUT, SHADER_PARAM_TYPE_FLOAT, "0", "" )
SHADER_PARAM( VIGNETTE_MIN_BRIGHT,SHADER_PARAM_TYPE_FLOAT,"1","")
SHADER_PARAM( VIGNETTE_POWER,SHADER_PARAM_TYPE_FLOAT,"4","")
SHADER_PARAM( EDGE_SOFTNESS,SHADER_PARAM_TYPE_FLOAT,"0","")
SHADER_PARAM( BLOOMAMOUNT, SHADER_PARAM_TYPE_FLOAT, "1.0", "" )
SHADER_PARAM( BLOOMEXPONENT, SHADER_PARAM_TYPE_FLOAT, "2.0", "" )
SHADER_PARAM( ALPHASHARPENFACTOR, SHADER_PARAM_TYPE_FLOAT, "0.0", "" )
END_SHADER_PARAMS
SHADER_INIT
{
if( params[BASETEXTURE]->IsDefined() )
{
LoadTexture( BASETEXTURE );
}
if( params[BLOOMTEXTURE]->IsDefined() )
{
LoadTexture( BLOOMTEXTURE );
}
}
SHADER_FALLBACK
{
// Requires DX9 + above
if ( g_pHardwareConfig->GetDXSupportLevel() < 90 )
{
// Assert( 0 );
return "Wireframe";
}
return 0;
}
SHADER_DRAW
{
SHADOW_STATE
{
pShaderShadow->EnableDepthWrites( false );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
int fmt = VERTEX_POSITION;
pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
// convert from linear to gamma on write.
pShaderShadow->EnableSRGBWrite( true );
// Pre-cache shaders
DECLARE_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 );
SET_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( floatcombine_ps20b );
SET_STATIC_PIXEL_SHADER( floatcombine_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( floatcombine_ps20 );
SET_STATIC_PIXEL_SHADER( floatcombine_ps20 );
}
}
DYNAMIC_STATE
{
float c0[4]={params[SHARPNESS]->GetFloatValue(),
params[WOODCUT]->GetFloatValue(),
params[BLOOMAMOUNT]->GetFloatValue(),
params[ALPHASHARPENFACTOR]->GetFloatValue()};
float c1[4]={params[BLOOMEXPONENT]->GetFloatValue(),
params[VIGNETTE_MIN_BRIGHT]->GetFloatValue(),
params[VIGNETTE_POWER]->GetFloatValue(),
params[EDGE_SOFTNESS]->GetFloatValue()};
pShaderAPI->SetPixelShaderConstant( 0, c0, 1 );
pShaderAPI->SetPixelShaderConstant( 1, c1, 1 );
BindTexture( SHADER_SAMPLER0, BASETEXTURE, -1 );
BindTexture( SHADER_SAMPLER1, BLOOMTEXTURE, -1 );
ITexture *base_texture=params[BASETEXTURE]->GetTextureValue();
ITexture *bloom_texture=params[BLOOMTEXTURE]->GetTextureValue();
float v0[4]={ (float)(1.0/base_texture->GetActualWidth()), (float)(1.0/base_texture->GetActualHeight()),
(float)(1.0/bloom_texture->GetActualWidth()), (float)(1.0/bloom_texture->GetActualHeight()) };
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, v0, 1 );
DECLARE_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 );
SET_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( floatcombine_ps20b );
SET_DYNAMIC_PIXEL_SHADER( floatcombine_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( floatcombine_ps20 );
SET_DYNAMIC_PIXEL_SHADER( floatcombine_ps20 );
}
}
Draw();
}
END_SHADER