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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/sfm_downsample.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'materialsystem/stdshaders/sfm_downsample.cpp')
-rw-r--r--materialsystem/stdshaders/sfm_downsample.cpp103
1 files changed, 103 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/sfm_downsample.cpp b/materialsystem/stdshaders/sfm_downsample.cpp
new file mode 100644
index 0000000..0e672d8
--- /dev/null
+++ b/materialsystem/stdshaders/sfm_downsample.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//===========================================================================//
+
+#include "BaseVSShader.h"
+#include "common_hlsl_cpp_consts.h"
+
+#include "Downsample_ps20.inc"
+#include "Downsample_ps20b.inc"
+
+BEGIN_VS_SHADER_FLAGS( sfm_downsample_shader, "Help for Downsample", SHADER_NOT_EDITABLE )
+ BEGIN_SHADER_PARAMS
+ END_SHADER_PARAMS
+
+ SHADER_INIT
+ {
+ LoadTexture( BASETEXTURE );
+ }
+
+ SHADER_FALLBACK
+ {
+ // Requires DX9 + above
+ if (!g_pHardwareConfig->SupportsVertexAndPixelShaders())
+ {
+ Assert( 0 );
+ return "Wireframe";
+ }
+ return 0;
+ }
+
+ SHADER_DRAW
+ {
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableDepthWrites( false );
+ pShaderShadow->EnableAlphaWrites( true );
+
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ int fmt = VERTEX_POSITION;
+ pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
+
+ pShaderShadow->SetVertexShader( "downsample_vs20", 0 );
+
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_STATIC_PIXEL_SHADER( downsample_ps20b );
+ SET_STATIC_PIXEL_SHADER( downsample_ps20b );
+ }
+ else
+ {
+ DECLARE_STATIC_PIXEL_SHADER( downsample_ps20 );
+ SET_STATIC_PIXEL_SHADER( downsample_ps20 );
+ }
+ }
+
+ DYNAMIC_STATE
+ {
+ BindTexture( SHADER_SAMPLER0, BASETEXTURE, -1 );
+
+ ITexture *src_texture=params[BASETEXTURE]->GetTextureValue();
+ int width = src_texture->GetActualWidth();
+ int height = src_texture->GetActualHeight();
+
+ float v[4];
+ float dX = 1.0f / width;
+ float dY = 1.0f / height;
+
+ v[0] = -dX;
+ v[1] = -dY;
+ pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, v, 1 );
+ v[0] = -dX;
+ v[1] = dY;
+ pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, v, 1 );
+ v[0] = dX;
+ v[1] = -dY;
+ pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, v, 1 );
+ v[0] = dX;
+ v[1] = dY;
+ pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, v, 1 );
+
+ // Setup luminance threshold (all values are scaled down by max luminance)
+// v[0] = 1.0f / MAX_HDR_OVERBRIGHT;
+ v[0] = 0.0f;
+ pShaderAPI->SetPixelShaderConstant( 0, v, 1 );
+
+ pShaderAPI->SetVertexShaderIndex( 0 );
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( downsample_ps20b );
+ SET_DYNAMIC_PIXEL_SHADER( downsample_ps20b );
+ }
+ else
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( downsample_ps20 );
+ SET_DYNAMIC_PIXEL_SHADER( downsample_ps20 );
+ }
+ }
+ Draw();
+ }
+END_SHADER