115 lines
3.5 KiB
C++
115 lines
3.5 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
// $NoKeywords: $
|
|
//=============================================================================
|
|
|
|
#include "BaseVSShader.h"
|
|
#include "common_hlsl_cpp_consts.h"
|
|
#include "screenspaceeffect_vs20.inc"
|
|
#include "accumbuff4sample_ps20.inc"
|
|
#include "accumbuff4sample_ps20b.inc"
|
|
#include "convar.h"
|
|
|
|
BEGIN_VS_SHADER_FLAGS( accumbuff4sample, "Help for AccumBuff4Sample", SHADER_NOT_EDITABLE )
|
|
BEGIN_SHADER_PARAMS
|
|
|
|
// Four textures to sample
|
|
SHADER_PARAM( TEXTURE0, SHADER_PARAM_TYPE_TEXTURE, "", "" )
|
|
SHADER_PARAM( TEXTURE1, SHADER_PARAM_TYPE_TEXTURE, "", "" )
|
|
SHADER_PARAM( TEXTURE2, SHADER_PARAM_TYPE_TEXTURE, "", "" )
|
|
SHADER_PARAM( TEXTURE3, SHADER_PARAM_TYPE_TEXTURE, "", "" )
|
|
|
|
// Corresponding weights for the four input textures
|
|
SHADER_PARAM( WEIGHTS, SHADER_PARAM_TYPE_VEC4, "", "Weight for Samples" )
|
|
|
|
END_SHADER_PARAMS
|
|
|
|
SHADER_INIT
|
|
{
|
|
LoadTexture( TEXTURE0 );
|
|
LoadTexture( TEXTURE1 );
|
|
LoadTexture( TEXTURE2 );
|
|
LoadTexture( TEXTURE3 );
|
|
}
|
|
|
|
SHADER_FALLBACK
|
|
{
|
|
// Requires DX9 + above
|
|
if (!g_pHardwareConfig->SupportsVertexAndPixelShaders())
|
|
{
|
|
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->PolyMode( SHADER_POLYMODEFACE_FRONT_AND_BACK, SHADER_POLYMODE_LINE );
|
|
|
|
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
|
|
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
|
|
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
|
|
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
|
|
int fmt = VERTEX_POSITION;
|
|
pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
|
|
|
|
// Render targets are pegged as sRGB on OSX togl, so just force these reads and writes
|
|
bool bForceSRGBReadAndWrite = IsOSX() && g_pHardwareConfig->CanDoSRGBReadFromRTs();
|
|
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, bForceSRGBReadAndWrite );
|
|
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, bForceSRGBReadAndWrite );
|
|
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, bForceSRGBReadAndWrite );
|
|
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, bForceSRGBReadAndWrite );
|
|
pShaderShadow->EnableSRGBWrite( bForceSRGBReadAndWrite );
|
|
|
|
DECLARE_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 );
|
|
SET_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 );
|
|
|
|
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
|
|
{
|
|
DECLARE_STATIC_PIXEL_SHADER( accumbuff4sample_ps20b );
|
|
SET_STATIC_PIXEL_SHADER( accumbuff4sample_ps20b );
|
|
}
|
|
else
|
|
{
|
|
DECLARE_STATIC_PIXEL_SHADER( accumbuff4sample_ps20 );
|
|
SET_STATIC_PIXEL_SHADER( accumbuff4sample_ps20 );
|
|
}
|
|
}
|
|
|
|
DYNAMIC_STATE
|
|
{
|
|
BindTexture( SHADER_SAMPLER0, TEXTURE0, -1 );
|
|
BindTexture( SHADER_SAMPLER1, TEXTURE1, -1 );
|
|
BindTexture( SHADER_SAMPLER2, TEXTURE2, -1 );
|
|
BindTexture( SHADER_SAMPLER3, TEXTURE3, -1 );
|
|
|
|
SetPixelShaderConstant( 0, WEIGHTS );
|
|
|
|
DECLARE_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 );
|
|
SET_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 );
|
|
|
|
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
|
|
{
|
|
DECLARE_DYNAMIC_PIXEL_SHADER( accumbuff4sample_ps20b );
|
|
SET_DYNAMIC_PIXEL_SHADER( accumbuff4sample_ps20b );
|
|
}
|
|
else
|
|
{
|
|
DECLARE_DYNAMIC_PIXEL_SHADER( accumbuff4sample_ps20 );
|
|
SET_DYNAMIC_PIXEL_SHADER( accumbuff4sample_ps20 );
|
|
}
|
|
}
|
|
Draw();
|
|
}
|
|
END_SHADER
|