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Diffstat (limited to 'materialsystem/stdshaders/accumbuff5sample.cpp')
| -rw-r--r-- | materialsystem/stdshaders/accumbuff5sample.cpp | 110 |
1 files changed, 110 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/accumbuff5sample.cpp b/materialsystem/stdshaders/accumbuff5sample.cpp new file mode 100644 index 0000000..1d12dfd --- /dev/null +++ b/materialsystem/stdshaders/accumbuff5sample.cpp @@ -0,0 +1,110 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//============================================================================= + +#include "BaseVSShader.h" +#include "common_hlsl_cpp_consts.h" +#include "screenspaceeffect_vs20.inc" +#include "accumbuff5sample_ps20.inc" +#include "accumbuff5sample_ps20b.inc" +#include "convar.h" + +BEGIN_VS_SHADER_FLAGS( accumbuff5sample, "Help for AccumBuff5Sample", 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, "", "" ) + SHADER_PARAM( TEXTURE4, 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 ); + LoadTexture( TEXTURE4 ); + } + + 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 ); + pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); + int fmt = VERTEX_POSITION; + pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 ); + + DECLARE_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 ); + SET_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 ); + + if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + DECLARE_STATIC_PIXEL_SHADER( accumbuff5sample_ps20b ); + SET_STATIC_PIXEL_SHADER( accumbuff5sample_ps20b ); + } + else + { + DECLARE_STATIC_PIXEL_SHADER( accumbuff5sample_ps20 ); + SET_STATIC_PIXEL_SHADER( accumbuff5sample_ps20 ); + } + } + + DYNAMIC_STATE + { + BindTexture( SHADER_SAMPLER0, TEXTURE0, -1 ); + BindTexture( SHADER_SAMPLER1, TEXTURE1, -1 ); + BindTexture( SHADER_SAMPLER2, TEXTURE2, -1 ); + BindTexture( SHADER_SAMPLER3, TEXTURE3, -1 ); + BindTexture( SHADER_SAMPLER4, TEXTURE4, -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( accumbuff5sample_ps20b ); + SET_DYNAMIC_PIXEL_SHADER( accumbuff5sample_ps20b ); + } + else + { + DECLARE_DYNAMIC_PIXEL_SHADER( accumbuff5sample_ps20 ); + SET_DYNAMIC_PIXEL_SHADER( accumbuff5sample_ps20 ); + } + } + Draw(); + } +END_SHADER |