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"
#include "Downsample_nohdr_ps20.inc"
#include "Downsample_nohdr_ps20b.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
static ConVar r_bloomtintr( "r_bloomtintr", "0.3" );
static ConVar r_bloomtintg( "r_bloomtintg", "0.59" );
static ConVar r_bloomtintb( "r_bloomtintb", "0.11" );
static ConVar r_bloomtintexponent( "r_bloomtintexponent", "2.2" );
BEGIN_VS_SHADER_FLAGS( Downsample_nohdr, "Help for Downsample_nohdr", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS
SHADER_PARAM( BLOOMTINTENABLE, SHADER_PARAM_TYPE_INTEGER, "1", "" )
SHADER_PARAM( CSTRIKE, SHADER_PARAM_TYPE_INTEGER, "0", "" )
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
if ( !params[ BLOOMTINTENABLE ]->IsDefined() )
{
params[ BLOOMTINTENABLE ]->SetIntValue( 1 );
}
}
SHADER_INIT
{
LoadTexture( BASETEXTURE );
}
SHADER_FALLBACK
{
if ( g_pHardwareConfig->GetDXSupportLevel() < 90 )
{
return "Downsample_nohdr_DX80";
}
return 0;
}
SHADER_DRAW
{
SHADOW_STATE
{
pShaderShadow->EnableDepthWrites( false );
pShaderShadow->EnableAlphaWrites( true );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
// Render targets are pegged as sRGB on OSX, so just force these reads and writes
bool bForceSRGBReadAndWrite = IsOSX() && g_pHardwareConfig->CanDoSRGBReadFromRTs();
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, bForceSRGBReadAndWrite );
pShaderShadow->EnableSRGBWrite( bForceSRGBReadAndWrite );
pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 );
pShaderShadow->SetVertexShader( "Downsample_vs20", 0 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() )
{
DECLARE_STATIC_PIXEL_SHADER( downsample_nohdr_ps20b );
SET_STATIC_PIXEL_SHADER_COMBO( CSTRIKE, params[CSTRIKE]->GetIntValue() ? 1 : 0 );
#ifndef _X360
SET_STATIC_PIXEL_SHADER_COMBO( SRGB_ADAPTER, bForceSRGBReadAndWrite );
#endif
SET_STATIC_PIXEL_SHADER( downsample_nohdr_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( downsample_nohdr_ps20 );
SET_STATIC_PIXEL_SHADER_COMBO( CSTRIKE, params[CSTRIKE]->GetIntValue() ? 1 : 0 );
SET_STATIC_PIXEL_SHADER( downsample_nohdr_ps20 );
}
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER0, 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 );
float flPixelShaderParams[4] = { r_bloomtintr.GetFloat(),
r_bloomtintg.GetFloat(),
r_bloomtintb.GetFloat(),
r_bloomtintexponent.GetFloat() };
if ( params[ BLOOMTINTENABLE ]->GetIntValue() == 0 )
{
flPixelShaderParams[0] = 0.333f;
flPixelShaderParams[1] = 0.333f;
flPixelShaderParams[2] = 0.333f;
flPixelShaderParams[3] = 1.0f;
}
pShaderAPI->SetPixelShaderConstant( 0, flPixelShaderParams, 1 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( downsample_nohdr_ps20b );
SET_DYNAMIC_PIXEL_SHADER( downsample_nohdr_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( downsample_nohdr_ps20 );
SET_DYNAMIC_PIXEL_SHADER( downsample_nohdr_ps20 );
}
}
Draw();
}
END_SHADER