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 --- materialsystem/stdshaders/sfm_integercombine.cpp | 97 ++++++++++++++++++++++++ 1 file changed, 97 insertions(+) create mode 100644 materialsystem/stdshaders/sfm_integercombine.cpp (limited to 'materialsystem/stdshaders/sfm_integercombine.cpp') diff --git a/materialsystem/stdshaders/sfm_integercombine.cpp b/materialsystem/stdshaders/sfm_integercombine.cpp new file mode 100644 index 0000000..1f330bb --- /dev/null +++ b/materialsystem/stdshaders/sfm_integercombine.cpp @@ -0,0 +1,97 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//===========================================================================// + +#include "BaseVSShader.h" +#include "sfm_combine_vs20.inc" +#include "sfm_integercombine_ps20.inc" +#include "sfm_integercombine_ps20b.inc" + +BEGIN_VS_SHADER_FLAGS( sfm_integercombine_shader, "Help for SFM integer HDR combine pass", SHADER_NOT_EDITABLE ) + BEGIN_SHADER_PARAMS + // Original full resolution texture + SHADER_PARAM( ORIGINALTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" ) + + // Blurred quarter-resolution texture + SHADER_PARAM( BLURREDTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" ) + + // How much bloom gets added in + SHADER_PARAM( BLOOMAMOUNT, SHADER_PARAM_TYPE_VEC4, "", "" ) + + END_SHADER_PARAMS + + SHADER_INIT + { + LoadTexture( ORIGINALTEXTURE ); + LoadTexture( BLURREDTEXTURE ); + } + + SHADER_FALLBACK + { + // Requires DX9 + above + if ( g_pHardwareConfig->GetDXSupportLevel() < 90 ) + { + 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->EnableTexture( SHADER_SAMPLER0, true ); + pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); + + int fmt = VERTEX_POSITION; + pShaderShadow->VertexShaderVertexFormat( fmt, 2, 0, 0 ); // Two texture coordinates (first for high res, second for low res) + + DECLARE_STATIC_VERTEX_SHADER( sfm_combine_vs20 ); + SET_STATIC_VERTEX_SHADER( sfm_combine_vs20 ); + + if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + DECLARE_STATIC_PIXEL_SHADER( sfm_integercombine_ps20b ); + SET_STATIC_PIXEL_SHADER( sfm_integercombine_ps20b ); + } + else + { + DECLARE_STATIC_PIXEL_SHADER( sfm_integercombine_ps20 ); + SET_STATIC_PIXEL_SHADER( sfm_integercombine_ps20 ); + } + } + + DYNAMIC_STATE + { + BindTexture( SHADER_SAMPLER0, ORIGINALTEXTURE, -1 ); + BindTexture( SHADER_SAMPLER1, BLURREDTEXTURE, -1 ); + + SetPixelShaderConstant( 0, BLOOMAMOUNT ); + + DECLARE_DYNAMIC_VERTEX_SHADER( sfm_combine_vs20 ); + SET_DYNAMIC_VERTEX_SHADER( sfm_combine_vs20 ); + + if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + DECLARE_DYNAMIC_PIXEL_SHADER( sfm_integercombine_ps20b ); + SET_DYNAMIC_PIXEL_SHADER( sfm_integercombine_ps20b ); + } + else + { + DECLARE_DYNAMIC_PIXEL_SHADER( sfm_integercombine_ps20 ); + SET_DYNAMIC_PIXEL_SHADER( sfm_integercombine_ps20 ); + } + } + Draw(); + } +END_SHADER -- cgit v1.2.3