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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "BaseVSShader.h"
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#include "common_hlsl_cpp_consts.h"
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#include "convar.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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DEFINE_FALLBACK_SHADER( Downsample_nohdr, Downsample_nohdr_DX80 )
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BEGIN_VS_SHADER_FLAGS( Downsample_nohdr_DX80, "Help for Downsample_nohdr_DX80", SHADER_NOT_EDITABLE )
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BEGIN_SHADER_PARAMS
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END_SHADER_PARAMS
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SHADER_INIT
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{
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LoadTexture( BASETEXTURE );
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}
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SHADER_FALLBACK
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{
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if ( g_pHardwareConfig->GetDXSupportLevel() < 80 )
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{
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return "Wireframe";
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}
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return 0;
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}
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SHADER_DRAW
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{
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SHADOW_STATE
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{
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pShaderShadow->EnableDepthWrites( false );
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pShaderShadow->EnableAlphaWrites( true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
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pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 );
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pShaderShadow->SetVertexShader( "Downsample_vs11", 0 );
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pShaderShadow->SetPixelShader( "Downsample_nohdr_ps11" );
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}
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DYNAMIC_STATE
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{
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, -1 );
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BindTexture( SHADER_SAMPLER1, BASETEXTURE, -1 );
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BindTexture( SHADER_SAMPLER2, BASETEXTURE, -1 );
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BindTexture( SHADER_SAMPLER3, BASETEXTURE, -1 );
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int width, height;
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pShaderAPI->GetBackBufferDimensions( width, height );
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float v[4][4];
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float dX = 1.0f/width;
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float dY = 1.0f/height;
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v[0][0] = .5*dX;
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v[0][1] = .5*dY;
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v[1][0] = 2.5*dX;
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v[1][1] = .5*dY;
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v[2][0] = .5*dX;
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v[2][1] = 2.5*dY;
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v[3][0] = 2.5*dX;
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v[3][1] = 2.5*dY;
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, &v[0][0], 4 );
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pShaderAPI->SetVertexShaderIndex( 0 );
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pShaderAPI->SetPixelShaderIndex( 0 );
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}
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Draw();
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}
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END_SHADER
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