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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/sfm_downsample.cpp | |
| download | archived-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.cpp | 103 |
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 @@ -0,0 +1,103 @@ +//========= 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 |