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authorJørgen P. Tjernø <[email protected]>2013-12-02 19:31:46 -0800
committerJørgen P. Tjernø <[email protected]>2013-12-02 19:46:31 -0800
commitf56bb35301836e56582a575a75864392a0177875 (patch)
treede61ddd39de3e7df52759711950b4c288592f0dc /sp/src/materialsystem/stdshaders/Bloom.cpp
parentMark some more files as text. (diff)
downloadsource-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz
source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip
Fix line endings. WHAMMY.
Diffstat (limited to 'sp/src/materialsystem/stdshaders/Bloom.cpp')
-rw-r--r--sp/src/materialsystem/stdshaders/Bloom.cpp180
1 files changed, 90 insertions, 90 deletions
diff --git a/sp/src/materialsystem/stdshaders/Bloom.cpp b/sp/src/materialsystem/stdshaders/Bloom.cpp
index 620a6edb..c2635fbe 100644
--- a/sp/src/materialsystem/stdshaders/Bloom.cpp
+++ b/sp/src/materialsystem/stdshaders/Bloom.cpp
@@ -1,90 +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
+//===== 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