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 "Bloom_ps20.inc"
#include "Bloom_ps20b.inc"
BEGIN_VS_SHADER_FLAGS( Bloom, "Help for Bloom", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS
SHADER_PARAM( FBTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "_rt_FullFrameFB", "" )
SHADER_PARAM( BLURTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "_rt_SmallHDR0", "" )
END_SHADER_PARAMS
SHADER_INIT
{
if( params[FBTEXTURE]->IsDefined() )
{
LoadTexture( FBTEXTURE );
}
if( params[BLURTEXTURE]->IsDefined() )
{
LoadTexture( BLURTEXTURE );
}
}
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 );
// 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( bloom_ps20b );
SET_STATIC_PIXEL_SHADER( bloom_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( bloom_ps20 );
SET_STATIC_PIXEL_SHADER( bloom_ps20 );
}
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER0, FBTEXTURE, -1 );
BindTexture( SHADER_SAMPLER1, BLURTEXTURE, -1 );
DECLARE_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 );
SET_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( bloom_ps20b );
SET_DYNAMIC_PIXEL_SHADER( bloom_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( bloom_ps20 );
SET_DYNAMIC_PIXEL_SHADER( bloom_ps20 );
}
}
Draw();
}
END_SHADER