From 3bf9df6b2785fa6d951086978a3e66f49427166a Mon Sep 17 00:00:00 2001 From: FluorescentCIAAfricanAmerican <0934gj3049fk@protonmail.com> Date: Wed, 22 Apr 2020 12:56:21 -0400 Subject: 1 --- .../stdshaders/floatcombine_autoexpose.cpp | 123 +++++++++++++++++++++ 1 file changed, 123 insertions(+) create mode 100644 materialsystem/stdshaders/floatcombine_autoexpose.cpp (limited to 'materialsystem/stdshaders/floatcombine_autoexpose.cpp') diff --git a/materialsystem/stdshaders/floatcombine_autoexpose.cpp b/materialsystem/stdshaders/floatcombine_autoexpose.cpp new file mode 100644 index 0000000..c28425f --- /dev/null +++ b/materialsystem/stdshaders/floatcombine_autoexpose.cpp @@ -0,0 +1,123 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#include "BaseVSShader.h" + +#include "screenspaceeffect_vs20.inc" +#include "floatcombine_autoexpose_ps20.inc" +#include "floatcombine_autoexpose_ps20b.inc" + +BEGIN_VS_SHADER( floatcombine_autoexpose, "Help for floatcombine_autoexpose" ) + 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", "" ) + SHADER_PARAM( EXPOSURE_TEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" ) + SHADER_PARAM( AUTOEXPOSE_MIN, SHADER_PARAM_TYPE_FLOAT, ".5", "" ) + SHADER_PARAM( AUTOEXPOSE_MAX, SHADER_PARAM_TYPE_FLOAT, "2", "" ) + END_SHADER_PARAMS + + SHADER_INIT + { + if( params[BASETEXTURE]->IsDefined() ) + { + LoadTexture( BASETEXTURE ); + } + if( params[BLOOMTEXTURE]->IsDefined() ) + { + LoadTexture( BLOOMTEXTURE ); + } + if( params[EXPOSURE_TEXTURE]->IsDefined() ) + { + LoadTexture( EXPOSURE_TEXTURE ); + } + } + + 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 ); + pShaderShadow->EnableTexture( SHADER_SAMPLER2, 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_autoexpose_ps20b ); + SET_STATIC_PIXEL_SHADER( floatcombine_autoexpose_ps20b ); + } + else + { + DECLARE_STATIC_PIXEL_SHADER( floatcombine_autoexpose_ps20 ); + SET_STATIC_PIXEL_SHADER( floatcombine_autoexpose_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()}; + float c2[4]={params[AUTOEXPOSE_MIN]->GetFloatValue(), + params[AUTOEXPOSE_MAX]->GetFloatValue(), + 0,0}; + pShaderAPI->SetPixelShaderConstant( 0, c0, 1 ); + pShaderAPI->SetPixelShaderConstant( 1, c1, 1 ); + pShaderAPI->SetPixelShaderConstant( 2, c2, 1 ); + BindTexture( SHADER_SAMPLER0, BASETEXTURE, -1 ); + BindTexture( SHADER_SAMPLER1, BLOOMTEXTURE, -1 ); + BindTexture( SHADER_SAMPLER2, EXPOSURE_TEXTURE, -1 ); + DECLARE_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 ); + SET_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 ); + + if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + DECLARE_DYNAMIC_PIXEL_SHADER( floatcombine_autoexpose_ps20b ); + SET_DYNAMIC_PIXEL_SHADER( floatcombine_autoexpose_ps20b ); + } + else + { + DECLARE_DYNAMIC_PIXEL_SHADER( floatcombine_autoexpose_ps20 ); + SET_DYNAMIC_PIXEL_SHADER( floatcombine_autoexpose_ps20 ); + } + } + Draw(); + } +END_SHADER -- cgit v1.2.3