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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#include "BaseVSShader.h"
#include "screenspaceeffect_vs20.inc"
#include "colorcorrection_ps20.inc"
#include "colorcorrection_ps20b.inc"
#include "../materialsystem_global.h"
BEGIN_VS_SHADER_FLAGS( ColorCorrection, "Help for ColorCorrection", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS
SHADER_PARAM( WEIGHT_DEFAULT, SHADER_PARAM_TYPE_FLOAT, "1", "Volume Texture Default Weight" )
SHADER_PARAM( WEIGHT0, SHADER_PARAM_TYPE_FLOAT, "0", "Volume Texture Weight 0" )
SHADER_PARAM( WEIGHT1, SHADER_PARAM_TYPE_FLOAT, "0", "Volume Texture Weight 1" )
SHADER_PARAM( WEIGHT2, SHADER_PARAM_TYPE_FLOAT, "0", "Volume Texture Weight 2" )
SHADER_PARAM( WEIGHT3, SHADER_PARAM_TYPE_FLOAT, "0", "Volume Texture Weight 3" )
SHADER_PARAM( NUM_LOOKUPS, SHADER_PARAM_TYPE_INTEGER, "0", "Number of lookup maps" )
SHADER_PARAM( USE_FB_TEXTURE, SHADER_PARAM_TYPE_BOOL, "0", "Use frame buffer texture as input" )
SHADER_PARAM( INPUT_TEXTURE, SHADER_PARAM_TYPE_TEXTURE, "0", "Input texture" )
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
if( !params[ WEIGHT_DEFAULT ]->IsDefined() )
{
params[ WEIGHT_DEFAULT ]->SetFloatValue( 1.0f) ;
}
if( !params[ WEIGHT0 ]->IsDefined() )
{
params[ WEIGHT0 ]->SetFloatValue( 1.0f );
}
if( !params[ WEIGHT1 ]->IsDefined() )
{
params[ WEIGHT1 ]->SetFloatValue( 1.0f );
}
if( !params[ WEIGHT2 ]->IsDefined() )
{
params[ WEIGHT2 ]->SetFloatValue( 1.0f );
}
if( !params[ WEIGHT3 ]->IsDefined() )
{
params[ WEIGHT3 ]->SetFloatValue( 1.0f );
}
if( !params[ NUM_LOOKUPS ]->IsDefined() )
{
params[ NUM_LOOKUPS ]->SetIntValue( 0 );
}
SET_FLAGS2( MATERIAL_VAR2_NEEDS_FULL_FRAME_BUFFER_TEXTURE );
}
SHADER_FALLBACK
{
// Requires DX9 + above
if ( g_pHardwareConfig->GetDXSupportLevel() < 90 )
{
return "wireframe";
}
return 0;
}
SHADER_INIT
{
}
SHADER_DRAW
{
SHADOW_STATE
{
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 );
if ( IsOpenGL() )
{
// JasonM...do we use this shader? If so, it needs some sRGB adapter love
Assert(0);
}
// Render targets are always sRGB on OSX GL
bool bForceSRGBWrite = IsOSX() && g_pHardwareConfig->CanDoSRGBReadFromRTs();
pShaderShadow->EnableSRGBWrite( bForceSRGBWrite );
DECLARE_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 );
SET_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( colorcorrection_ps20b );
SET_STATIC_PIXEL_SHADER( colorcorrection_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( colorcorrection_ps20 );
SET_STATIC_PIXEL_SHADER( colorcorrection_ps20 );
}
}
DYNAMIC_STATE
{
if( params[ USE_FB_TEXTURE ]->GetIntValue() )
pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 );
else
BindTexture( SHADER_SAMPLER0, INPUT_TEXTURE, -1 );
for( int i=0;i<params[NUM_LOOKUPS]->GetIntValue();i++ )
{
pShaderAPI->BindStandardTexture( (Sampler_t)(SHADER_SAMPLER1+i), (StandardTextureId_t)(TEXTURE_COLOR_CORRECTION_VOLUME_0+i) );
}
float default_weight = params[ WEIGHT_DEFAULT ]->GetFloatValue();
float weights[4] = { params[ WEIGHT0 ]->GetFloatValue(),
params[ WEIGHT1 ]->GetFloatValue(),
params[ WEIGHT2 ]->GetFloatValue(),
params[ WEIGHT3 ]->GetFloatValue() };
pShaderAPI->SetPixelShaderConstant( 0, &default_weight );
pShaderAPI->SetPixelShaderConstant( 1, &weights[0] );
pShaderAPI->SetPixelShaderConstant( 2, &weights[1] );
pShaderAPI->SetPixelShaderConstant( 3, &weights[2] );
pShaderAPI->SetPixelShaderConstant( 4, &weights[3] );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( colorcorrection_ps20b );
SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LOOKUPS, params[ NUM_LOOKUPS ]->GetIntValue() );
SET_DYNAMIC_PIXEL_SHADER( colorcorrection_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( colorcorrection_ps20 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LOOKUPS, params[ NUM_LOOKUPS ]->GetIntValue() );
SET_DYNAMIC_PIXEL_SHADER( colorcorrection_ps20 );
}
DECLARE_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 );
SET_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 );
}
Draw();
}
END_SHADER
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