mirror of
https://github.com/nillerusr/source-engine.git
synced 2026-08-08 01:39:36 +00:00
1
This commit is contained in:
@@ -0,0 +1,103 @@
|
||||
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//===========================================================================//
|
||||
|
||||
#include "BaseVSShader.h"
|
||||
#include "common_hlsl_cpp_consts.h"
|
||||
|
||||
#include "Downsample_ps20.inc"
|
||||
#include "Downsample_ps20b.inc"
|
||||
|
||||
BEGIN_VS_SHADER_FLAGS( sfm_downsample_shader, "Help for Downsample", SHADER_NOT_EDITABLE )
|
||||
BEGIN_SHADER_PARAMS
|
||||
END_SHADER_PARAMS
|
||||
|
||||
SHADER_INIT
|
||||
{
|
||||
LoadTexture( BASETEXTURE );
|
||||
}
|
||||
|
||||
SHADER_FALLBACK
|
||||
{
|
||||
// Requires DX9 + above
|
||||
if (!g_pHardwareConfig->SupportsVertexAndPixelShaders())
|
||||
{
|
||||
Assert( 0 );
|
||||
return "Wireframe";
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
SHADER_DRAW
|
||||
{
|
||||
SHADOW_STATE
|
||||
{
|
||||
pShaderShadow->EnableDepthWrites( false );
|
||||
pShaderShadow->EnableAlphaWrites( true );
|
||||
|
||||
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
|
||||
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, BASETEXTURE, -1 );
|
||||
|
||||
ITexture *src_texture=params[BASETEXTURE]->GetTextureValue();
|
||||
int width = src_texture->GetActualWidth();
|
||||
int height = src_texture->GetActualHeight();
|
||||
|
||||
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
|
||||
Reference in New Issue
Block a user