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| author | Joe Ludwig <[email protected]> | 2013-07-30 15:10:15 -0700 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-07-30 15:10:15 -0700 |
| commit | d9ac276a957034bba99d71c1ecbfb53c3d2d1c87 (patch) | |
| tree | ac1d618bc96127fcc03cc7c6f493043ca30c5564 /mp/src/materialsystem/stdshaders/Bloom.cpp | |
| parent | Revised the contribution guidelines to encourage more interaction within the ... (diff) | |
| download | source-sdk-2013-d9ac276a957034bba99d71c1ecbfb53c3d2d1c87.tar.xz source-sdk-2013-d9ac276a957034bba99d71c1ecbfb53c3d2d1c87.zip | |
Added bloom shader and screenspace effect helpers as examples for the SDK.
Diffstat (limited to 'mp/src/materialsystem/stdshaders/Bloom.cpp')
| -rw-r--r-- | mp/src/materialsystem/stdshaders/Bloom.cpp | 90 |
1 files changed, 90 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/Bloom.cpp b/mp/src/materialsystem/stdshaders/Bloom.cpp new file mode 100644 index 00000000..620a6edb --- /dev/null +++ b/mp/src/materialsystem/stdshaders/Bloom.cpp @@ -0,0 +1,90 @@ +//===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//===========================================================================//
+
+#include "BaseVSShader.h"
+
+#include "SDK_screenspaceeffect_vs20.inc"
+#include "SDK_Bloom_ps20.inc"
+#include "SDK_Bloom_ps20b.inc"
+
+BEGIN_VS_SHADER_FLAGS( SDK_Bloom, "Help for Bloom", SHADER_NOT_EDITABLE )
+ BEGIN_SHADER_PARAMS
+ SHADER_PARAM( FBTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "_rt_FullFrameFB", "" )
+ SHADER_PARAM( BLURTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "_rt_SmallHDR0", "" )
+ END_SHADER_PARAMS
+
+ SHADER_INIT
+ {
+ if( params[FBTEXTURE]->IsDefined() )
+ {
+ LoadTexture( FBTEXTURE );
+ }
+ if( params[BLURTEXTURE]->IsDefined() )
+ {
+ LoadTexture( BLURTEXTURE );
+ }
+ }
+
+ 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 );
+
+ // Pre-cache shaders
+ DECLARE_STATIC_VERTEX_SHADER( sdk_screenspaceeffect_vs20 );
+ SET_STATIC_VERTEX_SHADER( sdk_screenspaceeffect_vs20 );
+
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_STATIC_PIXEL_SHADER( sdk_bloom_ps20b );
+ SET_STATIC_PIXEL_SHADER( sdk_bloom_ps20b );
+ }
+ else
+ {
+ DECLARE_STATIC_PIXEL_SHADER( sdk_bloom_ps20 );
+ SET_STATIC_PIXEL_SHADER( sdk_bloom_ps20 );
+ }
+ }
+
+ DYNAMIC_STATE
+ {
+ BindTexture( SHADER_SAMPLER0, FBTEXTURE, -1 );
+ BindTexture( SHADER_SAMPLER1, BLURTEXTURE, -1 );
+ DECLARE_DYNAMIC_VERTEX_SHADER( sdk_screenspaceeffect_vs20 );
+ SET_DYNAMIC_VERTEX_SHADER( sdk_screenspaceeffect_vs20 );
+
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( sdk_bloom_ps20b );
+ SET_DYNAMIC_PIXEL_SHADER( sdk_bloom_ps20b );
+ }
+ else
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( sdk_bloom_ps20 );
+ SET_DYNAMIC_PIXEL_SHADER( sdk_bloom_ps20 );
+ }
+ }
+ Draw();
+ }
+END_SHADER
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