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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/floatcombine_autoexpose.cpp
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Diffstat (limited to 'materialsystem/stdshaders/floatcombine_autoexpose.cpp')
-rw-r--r--materialsystem/stdshaders/floatcombine_autoexpose.cpp123
1 files changed, 123 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/floatcombine_autoexpose.cpp b/materialsystem/stdshaders/floatcombine_autoexpose.cpp
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+++ b/materialsystem/stdshaders/floatcombine_autoexpose.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "BaseVSShader.h"
+
+#include "screenspaceeffect_vs20.inc"
+#include "floatcombine_autoexpose_ps20.inc"
+#include "floatcombine_autoexpose_ps20b.inc"
+
+BEGIN_VS_SHADER( floatcombine_autoexpose, "Help for floatcombine_autoexpose" )
+ 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", "" )
+ SHADER_PARAM( EXPOSURE_TEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" )
+ SHADER_PARAM( AUTOEXPOSE_MIN, SHADER_PARAM_TYPE_FLOAT, ".5", "" )
+ SHADER_PARAM( AUTOEXPOSE_MAX, SHADER_PARAM_TYPE_FLOAT, "2", "" )
+ END_SHADER_PARAMS
+
+ SHADER_INIT
+ {
+ if( params[BASETEXTURE]->IsDefined() )
+ {
+ LoadTexture( BASETEXTURE );
+ }
+ if( params[BLOOMTEXTURE]->IsDefined() )
+ {
+ LoadTexture( BLOOMTEXTURE );
+ }
+ if( params[EXPOSURE_TEXTURE]->IsDefined() )
+ {
+ LoadTexture( EXPOSURE_TEXTURE );
+ }
+ }
+
+ 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 );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER2, 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_autoexpose_ps20b );
+ SET_STATIC_PIXEL_SHADER( floatcombine_autoexpose_ps20b );
+ }
+ else
+ {
+ DECLARE_STATIC_PIXEL_SHADER( floatcombine_autoexpose_ps20 );
+ SET_STATIC_PIXEL_SHADER( floatcombine_autoexpose_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()};
+ float c2[4]={params[AUTOEXPOSE_MIN]->GetFloatValue(),
+ params[AUTOEXPOSE_MAX]->GetFloatValue(),
+ 0,0};
+ pShaderAPI->SetPixelShaderConstant( 0, c0, 1 );
+ pShaderAPI->SetPixelShaderConstant( 1, c1, 1 );
+ pShaderAPI->SetPixelShaderConstant( 2, c2, 1 );
+ BindTexture( SHADER_SAMPLER0, BASETEXTURE, -1 );
+ BindTexture( SHADER_SAMPLER1, BLOOMTEXTURE, -1 );
+ BindTexture( SHADER_SAMPLER2, EXPOSURE_TEXTURE, -1 );
+ DECLARE_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 );
+ SET_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 );
+
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( floatcombine_autoexpose_ps20b );
+ SET_DYNAMIC_PIXEL_SHADER( floatcombine_autoexpose_ps20b );
+ }
+ else
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( floatcombine_autoexpose_ps20 );
+ SET_DYNAMIC_PIXEL_SHADER( floatcombine_autoexpose_ps20 );
+ }
+ }
+ Draw();
+ }
+END_SHADER