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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/downsample_nohdr.cpp
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Diffstat (limited to 'materialsystem/stdshaders/downsample_nohdr.cpp')
-rw-r--r--materialsystem/stdshaders/downsample_nohdr.cpp135
1 files changed, 135 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/downsample_nohdr.cpp b/materialsystem/stdshaders/downsample_nohdr.cpp
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+++ b/materialsystem/stdshaders/downsample_nohdr.cpp
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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