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path: root/materialsystem/stdshaders/AccumBuff4Sample.cpp
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-rw-r--r--materialsystem/stdshaders/AccumBuff4Sample.cpp114
1 files changed, 114 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/AccumBuff4Sample.cpp b/materialsystem/stdshaders/AccumBuff4Sample.cpp
new file mode 100644
index 0000000..d20ca3c
--- /dev/null
+++ b/materialsystem/stdshaders/AccumBuff4Sample.cpp
@@ -0,0 +1,114 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================
+
+#include "BaseVSShader.h"
+#include "common_hlsl_cpp_consts.h"
+#include "screenspaceeffect_vs20.inc"
+#include "accumbuff4sample_ps20.inc"
+#include "accumbuff4sample_ps20b.inc"
+#include "convar.h"
+
+BEGIN_VS_SHADER_FLAGS( accumbuff4sample, "Help for AccumBuff4Sample", SHADER_NOT_EDITABLE )
+ BEGIN_SHADER_PARAMS
+
+ // Four textures to sample
+ SHADER_PARAM( TEXTURE0, SHADER_PARAM_TYPE_TEXTURE, "", "" )
+ SHADER_PARAM( TEXTURE1, SHADER_PARAM_TYPE_TEXTURE, "", "" )
+ SHADER_PARAM( TEXTURE2, SHADER_PARAM_TYPE_TEXTURE, "", "" )
+ SHADER_PARAM( TEXTURE3, SHADER_PARAM_TYPE_TEXTURE, "", "" )
+
+ // Corresponding weights for the four input textures
+ SHADER_PARAM( WEIGHTS, SHADER_PARAM_TYPE_VEC4, "", "Weight for Samples" )
+
+ END_SHADER_PARAMS
+
+ SHADER_INIT
+ {
+ LoadTexture( TEXTURE0 );
+ LoadTexture( TEXTURE1 );
+ LoadTexture( TEXTURE2 );
+ LoadTexture( TEXTURE3 );
+ }
+
+ SHADER_FALLBACK
+ {
+ // Requires DX9 + above
+ if (!g_pHardwareConfig->SupportsVertexAndPixelShaders())
+ {
+ 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->PolyMode( SHADER_POLYMODEFACE_FRONT_AND_BACK, SHADER_POLYMODE_LINE );
+
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
+ int fmt = VERTEX_POSITION;
+ pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
+
+ // Render targets are pegged as sRGB on OSX togl, so just force these reads and writes
+ bool bForceSRGBReadAndWrite = IsOSX() && g_pHardwareConfig->CanDoSRGBReadFromRTs();
+ pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, bForceSRGBReadAndWrite );
+ pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, bForceSRGBReadAndWrite );
+ pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, bForceSRGBReadAndWrite );
+ pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, bForceSRGBReadAndWrite );
+ pShaderShadow->EnableSRGBWrite( bForceSRGBReadAndWrite );
+
+ DECLARE_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 );
+ SET_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 );
+
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_STATIC_PIXEL_SHADER( accumbuff4sample_ps20b );
+ SET_STATIC_PIXEL_SHADER( accumbuff4sample_ps20b );
+ }
+ else
+ {
+ DECLARE_STATIC_PIXEL_SHADER( accumbuff4sample_ps20 );
+ SET_STATIC_PIXEL_SHADER( accumbuff4sample_ps20 );
+ }
+ }
+
+ DYNAMIC_STATE
+ {
+ BindTexture( SHADER_SAMPLER0, TEXTURE0, -1 );
+ BindTexture( SHADER_SAMPLER1, TEXTURE1, -1 );
+ BindTexture( SHADER_SAMPLER2, TEXTURE2, -1 );
+ BindTexture( SHADER_SAMPLER3, TEXTURE3, -1 );
+
+ SetPixelShaderConstant( 0, WEIGHTS );
+
+ DECLARE_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 );
+ SET_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 );
+
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( accumbuff4sample_ps20b );
+ SET_DYNAMIC_PIXEL_SHADER( accumbuff4sample_ps20b );
+ }
+ else
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( accumbuff4sample_ps20 );
+ SET_DYNAMIC_PIXEL_SHADER( accumbuff4sample_ps20 );
+ }
+ }
+ Draw();
+ }
+END_SHADER