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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_integercombine.cpp
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Diffstat (limited to 'materialsystem/stdshaders/sfm_integercombine.cpp')
-rw-r--r--materialsystem/stdshaders/sfm_integercombine.cpp97
1 files changed, 97 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/sfm_integercombine.cpp b/materialsystem/stdshaders/sfm_integercombine.cpp
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+++ b/materialsystem/stdshaders/sfm_integercombine.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//===========================================================================//
+
+#include "BaseVSShader.h"
+#include "sfm_combine_vs20.inc"
+#include "sfm_integercombine_ps20.inc"
+#include "sfm_integercombine_ps20b.inc"
+
+BEGIN_VS_SHADER_FLAGS( sfm_integercombine_shader, "Help for SFM integer HDR combine pass", SHADER_NOT_EDITABLE )
+ BEGIN_SHADER_PARAMS
+ // Original full resolution texture
+ SHADER_PARAM( ORIGINALTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" )
+
+ // Blurred quarter-resolution texture
+ SHADER_PARAM( BLURREDTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" )
+
+ // How much bloom gets added in
+ SHADER_PARAM( BLOOMAMOUNT, SHADER_PARAM_TYPE_VEC4, "", "" )
+
+ END_SHADER_PARAMS
+
+ SHADER_INIT
+ {
+ LoadTexture( ORIGINALTEXTURE );
+ LoadTexture( BLURREDTEXTURE );
+ }
+
+ SHADER_FALLBACK
+ {
+ // Requires DX9 + above
+ if ( g_pHardwareConfig->GetDXSupportLevel() < 90 )
+ {
+ Assert( 0 );
+ return "Wireframe";
+ }
+ return 0;
+ }
+
+ SHADER_DRAW
+ {
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableDepthWrites( false );
+ pShaderShadow->EnableDepthTest( false );
+ pShaderShadow->EnableAlphaWrites( false );
+ pShaderShadow->EnableBlending( false );
+ pShaderShadow->EnableCulling( false );
+
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
+
+ int fmt = VERTEX_POSITION;
+ pShaderShadow->VertexShaderVertexFormat( fmt, 2, 0, 0 ); // Two texture coordinates (first for high res, second for low res)
+
+ DECLARE_STATIC_VERTEX_SHADER( sfm_combine_vs20 );
+ SET_STATIC_VERTEX_SHADER( sfm_combine_vs20 );
+
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_STATIC_PIXEL_SHADER( sfm_integercombine_ps20b );
+ SET_STATIC_PIXEL_SHADER( sfm_integercombine_ps20b );
+ }
+ else
+ {
+ DECLARE_STATIC_PIXEL_SHADER( sfm_integercombine_ps20 );
+ SET_STATIC_PIXEL_SHADER( sfm_integercombine_ps20 );
+ }
+ }
+
+ DYNAMIC_STATE
+ {
+ BindTexture( SHADER_SAMPLER0, ORIGINALTEXTURE, -1 );
+ BindTexture( SHADER_SAMPLER1, BLURREDTEXTURE, -1 );
+
+ SetPixelShaderConstant( 0, BLOOMAMOUNT );
+
+ DECLARE_DYNAMIC_VERTEX_SHADER( sfm_combine_vs20 );
+ SET_DYNAMIC_VERTEX_SHADER( sfm_combine_vs20 );
+
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( sfm_integercombine_ps20b );
+ SET_DYNAMIC_PIXEL_SHADER( sfm_integercombine_ps20b );
+ }
+ else
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( sfm_integercombine_ps20 );
+ SET_DYNAMIC_PIXEL_SHADER( sfm_integercombine_ps20 );
+ }
+ }
+ Draw();
+ }
+END_SHADER