108 lines
2.8 KiB
C++
108 lines
2.8 KiB
C++
//===== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ======//
|
||
//
|
||
// Purpose:
|
||
//
|
||
// $NoKeywords: $
|
||
//===========================================================================//
|
||
|
||
#include "BaseVSShader.h"
|
||
#include "common_hlsl_cpp_consts.h"
|
||
|
||
#include "Downsample_ps20.inc"
|
||
#include "Downsample_ps20b.inc"
|
||
|
||
// NOTE: This has to be the last file included!
|
||
#include "tier0/memdbgon.h"
|
||
|
||
|
||
BEGIN_VS_SHADER_FLAGS( Downsample, "Help for Downsample", SHADER_NOT_EDITABLE )
|
||
BEGIN_SHADER_PARAMS
|
||
END_SHADER_PARAMS
|
||
|
||
SHADER_INIT
|
||
{
|
||
LoadTexture( BASETEXTURE );
|
||
}
|
||
|
||
SHADER_FALLBACK
|
||
{
|
||
return 0;
|
||
}
|
||
|
||
SHADER_DRAW
|
||
{
|
||
bool bForceSRGBReadAndWrite = false;
|
||
SHADOW_STATE
|
||
{
|
||
pShaderShadow->EnableDepthWrites( false );
|
||
pShaderShadow->EnableAlphaWrites( true );
|
||
|
||
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
|
||
|
||
// Render targets are pegged as sRGB on togl OSX, so just force these reads and writes
|
||
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, bForceSRGBReadAndWrite );
|
||
pShaderShadow->EnableSRGBWrite( bForceSRGBReadAndWrite );
|
||
|
||
int fmt = VERTEX_POSITION;
|
||
pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
|
||
|
||
pShaderShadow->SetVertexShader( "Downsample_vs20", 0 );
|
||
|
||
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
|
||
{
|
||
DECLARE_STATIC_PIXEL_SHADER( downsample_ps20b );
|
||
SET_STATIC_PIXEL_SHADER( downsample_ps20b );
|
||
}
|
||
else
|
||
{
|
||
DECLARE_STATIC_PIXEL_SHADER( downsample_ps20 );
|
||
SET_STATIC_PIXEL_SHADER( downsample_ps20 );
|
||
}
|
||
}
|
||
|
||
DYNAMIC_STATE
|
||
{
|
||
BindTexture( SHADER_SAMPLER0, bForceSRGBReadAndWrite ? TEXTURE_BINDFLAGS_SRGBREAD : TEXTURE_BINDFLAGS_NONE, BASETEXTURE, -1 );
|
||
|
||
int width, height;
|
||
pShaderAPI->GetBackBufferDimensions( width, height );
|
||
|
||
float v[4];
|
||
float dX = 1.0f / width;
|
||
float dY = 1.0f / height;
|
||
|
||
v[0] = -dX;
|
||
v[1] = -dY;
|
||
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, v, 1 );
|
||
v[0] = -dX;
|
||
v[1] = dY;
|
||
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, v, 1 );
|
||
v[0] = dX;
|
||
v[1] = -dY;
|
||
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, v, 1 );
|
||
v[0] = dX;
|
||
v[1] = dY;
|
||
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, v, 1 );
|
||
|
||
// Setup luminance threshold (all values are scaled down by max luminance)
|
||
// v[0] = 1.0f / MAX_HDR_OVERBRIGHT;
|
||
v[0] = 0.0f;
|
||
pShaderAPI->SetPixelShaderConstant( 0, v, 1 );
|
||
|
||
pShaderAPI->SetVertexShaderIndex( 0 );
|
||
|
||
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
|
||
{
|
||
DECLARE_DYNAMIC_PIXEL_SHADER( downsample_ps20b );
|
||
SET_DYNAMIC_PIXEL_SHADER( downsample_ps20b );
|
||
}
|
||
else
|
||
{
|
||
DECLARE_DYNAMIC_PIXEL_SHADER( downsample_ps20 );
|
||
SET_DYNAMIC_PIXEL_SHADER( downsample_ps20 );
|
||
}
|
||
}
|
||
Draw();
|
||
}
|
||
END_SHADER
|