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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/downsample_nohdr.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'materialsystem/stdshaders/downsample_nohdr.cpp')
| -rw-r--r-- | materialsystem/stdshaders/downsample_nohdr.cpp | 135 |
1 files changed, 135 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/downsample_nohdr.cpp b/materialsystem/stdshaders/downsample_nohdr.cpp new file mode 100644 index 0000000..114b207 --- /dev/null +++ b/materialsystem/stdshaders/downsample_nohdr.cpp @@ -0,0 +1,135 @@ +//========= 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 |