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Diffstat (limited to 'materialsystem/stdshaders/downsample_nohdr_dx80.cpp')
-rw-r--r--materialsystem/stdshaders/downsample_nohdr_dx80.cpp81
1 files changed, 81 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/downsample_nohdr_dx80.cpp b/materialsystem/stdshaders/downsample_nohdr_dx80.cpp
new file mode 100644
index 0000000..e26390b
--- /dev/null
+++ b/materialsystem/stdshaders/downsample_nohdr_dx80.cpp
@@ -0,0 +1,81 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#include "BaseVSShader.h"
+#include "common_hlsl_cpp_consts.h"
+#include "convar.h"
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+DEFINE_FALLBACK_SHADER( Downsample_nohdr, Downsample_nohdr_DX80 )
+
+BEGIN_VS_SHADER_FLAGS( Downsample_nohdr_DX80, "Help for Downsample_nohdr_DX80", SHADER_NOT_EDITABLE )
+
+ BEGIN_SHADER_PARAMS
+ END_SHADER_PARAMS
+
+ SHADER_INIT
+ {
+ LoadTexture( BASETEXTURE );
+ }
+
+ SHADER_FALLBACK
+ {
+ if ( g_pHardwareConfig->GetDXSupportLevel() < 80 )
+ {
+ return "Wireframe";
+ }
+ return 0;
+ }
+
+ SHADER_DRAW
+ {
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableDepthWrites( false );
+ pShaderShadow->EnableAlphaWrites( true );
+
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
+
+ pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 );
+
+ pShaderShadow->SetVertexShader( "Downsample_vs11", 0 );
+ pShaderShadow->SetPixelShader( "Downsample_nohdr_ps11" );
+ }
+
+ DYNAMIC_STATE
+ {
+ BindTexture( SHADER_SAMPLER0, BASETEXTURE, -1 );
+ BindTexture( SHADER_SAMPLER1, BASETEXTURE, -1 );
+ BindTexture( SHADER_SAMPLER2, BASETEXTURE, -1 );
+ BindTexture( SHADER_SAMPLER3, BASETEXTURE, -1 );
+
+ int width, height;
+ pShaderAPI->GetBackBufferDimensions( width, height );
+
+ float v[4][4];
+ float dX = 1.0f/width;
+ float dY = 1.0f/height;
+
+ v[0][0] = .5*dX;
+ v[0][1] = .5*dY;
+ v[1][0] = 2.5*dX;
+ v[1][1] = .5*dY;
+ v[2][0] = .5*dX;
+ v[2][1] = 2.5*dY;
+ v[3][0] = 2.5*dX;
+ v[3][1] = 2.5*dY;
+ pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, &v[0][0], 4 );
+
+ pShaderAPI->SetVertexShaderIndex( 0 );
+ pShaderAPI->SetPixelShaderIndex( 0 );
+ }
+ Draw();
+ }
+END_SHADER