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-rw-r--r--materialsystem/stdshaders/floatcombine.cpp118
1 files changed, 118 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/floatcombine.cpp b/materialsystem/stdshaders/floatcombine.cpp
new file mode 100644
index 0000000..18757b9
--- /dev/null
+++ b/materialsystem/stdshaders/floatcombine.cpp
@@ -0,0 +1,118 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "BaseVSShader.h"
+
+#include "screenspaceeffect_vs20.inc"
+#include "floatcombine_ps20.inc"
+#include "floatcombine_ps20b.inc"
+
+BEGIN_VS_SHADER_FLAGS( floatcombine, "Help for floatcombine", SHADER_NOT_EDITABLE )
+ BEGIN_SHADER_PARAMS
+ SHADER_PARAM( BLOOMTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" )
+ SHADER_PARAM( SHARPNESS, SHADER_PARAM_TYPE_FLOAT, "1", "" )
+ SHADER_PARAM( WOODCUT, SHADER_PARAM_TYPE_FLOAT, "0", "" )
+ SHADER_PARAM( VIGNETTE_MIN_BRIGHT,SHADER_PARAM_TYPE_FLOAT,"1","")
+ SHADER_PARAM( VIGNETTE_POWER,SHADER_PARAM_TYPE_FLOAT,"4","")
+ SHADER_PARAM( EDGE_SOFTNESS,SHADER_PARAM_TYPE_FLOAT,"0","")
+ SHADER_PARAM( BLOOMAMOUNT, SHADER_PARAM_TYPE_FLOAT, "1.0", "" )
+ SHADER_PARAM( BLOOMEXPONENT, SHADER_PARAM_TYPE_FLOAT, "2.0", "" )
+ SHADER_PARAM( ALPHASHARPENFACTOR, SHADER_PARAM_TYPE_FLOAT, "0.0", "" )
+ END_SHADER_PARAMS
+
+ SHADER_INIT
+ {
+ if( params[BASETEXTURE]->IsDefined() )
+ {
+ LoadTexture( BASETEXTURE );
+ }
+ if( params[BLOOMTEXTURE]->IsDefined() )
+ {
+ LoadTexture( BLOOMTEXTURE );
+ }
+ }
+
+ SHADER_FALLBACK
+ {
+ // Requires DX9 + above
+ if ( g_pHardwareConfig->GetDXSupportLevel() < 90 )
+ {
+// Assert( 0 );
+ return "Wireframe";
+ }
+ return 0;
+ }
+
+ SHADER_DRAW
+ {
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableDepthWrites( false );
+
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
+ int fmt = VERTEX_POSITION;
+ pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
+
+ // convert from linear to gamma on write.
+ pShaderShadow->EnableSRGBWrite( true );
+
+ // Pre-cache shaders
+ DECLARE_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 );
+ SET_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 );
+
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_STATIC_PIXEL_SHADER( floatcombine_ps20b );
+ SET_STATIC_PIXEL_SHADER( floatcombine_ps20b );
+ }
+ else
+ {
+ DECLARE_STATIC_PIXEL_SHADER( floatcombine_ps20 );
+ SET_STATIC_PIXEL_SHADER( floatcombine_ps20 );
+ }
+ }
+
+ DYNAMIC_STATE
+ {
+ float c0[4]={params[SHARPNESS]->GetFloatValue(),
+ params[WOODCUT]->GetFloatValue(),
+ params[BLOOMAMOUNT]->GetFloatValue(),
+ params[ALPHASHARPENFACTOR]->GetFloatValue()};
+ float c1[4]={params[BLOOMEXPONENT]->GetFloatValue(),
+ params[VIGNETTE_MIN_BRIGHT]->GetFloatValue(),
+ params[VIGNETTE_POWER]->GetFloatValue(),
+ params[EDGE_SOFTNESS]->GetFloatValue()};
+ pShaderAPI->SetPixelShaderConstant( 0, c0, 1 );
+ pShaderAPI->SetPixelShaderConstant( 1, c1, 1 );
+ BindTexture( SHADER_SAMPLER0, BASETEXTURE, -1 );
+ BindTexture( SHADER_SAMPLER1, BLOOMTEXTURE, -1 );
+
+ ITexture *base_texture=params[BASETEXTURE]->GetTextureValue();
+ ITexture *bloom_texture=params[BLOOMTEXTURE]->GetTextureValue();
+
+ float v0[4]={ (float)(1.0/base_texture->GetActualWidth()), (float)(1.0/base_texture->GetActualHeight()),
+ (float)(1.0/bloom_texture->GetActualWidth()), (float)(1.0/bloom_texture->GetActualHeight()) };
+ pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, v0, 1 );
+
+ DECLARE_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 );
+ SET_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 );
+
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( floatcombine_ps20b );
+ SET_DYNAMIC_PIXEL_SHADER( floatcombine_ps20b );
+ }
+ else
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( floatcombine_ps20 );
+ SET_DYNAMIC_PIXEL_SHADER( floatcombine_ps20 );
+ }
+ }
+ Draw();
+ }
+END_SHADER