mirror of
https://github.com/nillerusr/source-engine.git
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119 lines
3.6 KiB
C++
119 lines
3.6 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "BaseVSShader.h"
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#include "screenspaceeffect_vs20.inc"
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#include "floatcombine_ps20.inc"
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#include "floatcombine_ps20b.inc"
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BEGIN_VS_SHADER_FLAGS( floatcombine, "Help for floatcombine", SHADER_NOT_EDITABLE )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( BLOOMTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" )
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SHADER_PARAM( SHARPNESS, SHADER_PARAM_TYPE_FLOAT, "1", "" )
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SHADER_PARAM( WOODCUT, SHADER_PARAM_TYPE_FLOAT, "0", "" )
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SHADER_PARAM( VIGNETTE_MIN_BRIGHT,SHADER_PARAM_TYPE_FLOAT,"1","")
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SHADER_PARAM( VIGNETTE_POWER,SHADER_PARAM_TYPE_FLOAT,"4","")
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SHADER_PARAM( EDGE_SOFTNESS,SHADER_PARAM_TYPE_FLOAT,"0","")
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SHADER_PARAM( BLOOMAMOUNT, SHADER_PARAM_TYPE_FLOAT, "1.0", "" )
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SHADER_PARAM( BLOOMEXPONENT, SHADER_PARAM_TYPE_FLOAT, "2.0", "" )
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SHADER_PARAM( ALPHASHARPENFACTOR, SHADER_PARAM_TYPE_FLOAT, "0.0", "" )
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END_SHADER_PARAMS
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SHADER_INIT
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{
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if( params[BASETEXTURE]->IsDefined() )
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{
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LoadTexture( BASETEXTURE );
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}
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if( params[BLOOMTEXTURE]->IsDefined() )
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{
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LoadTexture( BLOOMTEXTURE );
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}
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}
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SHADER_FALLBACK
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{
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// Requires DX9 + above
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if ( g_pHardwareConfig->GetDXSupportLevel() < 90 )
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{
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// Assert( 0 );
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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->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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int fmt = VERTEX_POSITION;
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pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
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// convert from linear to gamma on write.
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pShaderShadow->EnableSRGBWrite( true );
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// Pre-cache shaders
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DECLARE_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 );
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SET_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( floatcombine_ps20b );
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SET_STATIC_PIXEL_SHADER( floatcombine_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( floatcombine_ps20 );
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SET_STATIC_PIXEL_SHADER( floatcombine_ps20 );
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}
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}
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DYNAMIC_STATE
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{
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float c0[4]={params[SHARPNESS]->GetFloatValue(),
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params[WOODCUT]->GetFloatValue(),
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params[BLOOMAMOUNT]->GetFloatValue(),
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params[ALPHASHARPENFACTOR]->GetFloatValue()};
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float c1[4]={params[BLOOMEXPONENT]->GetFloatValue(),
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params[VIGNETTE_MIN_BRIGHT]->GetFloatValue(),
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params[VIGNETTE_POWER]->GetFloatValue(),
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params[EDGE_SOFTNESS]->GetFloatValue()};
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pShaderAPI->SetPixelShaderConstant( 0, c0, 1 );
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pShaderAPI->SetPixelShaderConstant( 1, c1, 1 );
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, -1 );
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BindTexture( SHADER_SAMPLER1, BLOOMTEXTURE, -1 );
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ITexture *base_texture=params[BASETEXTURE]->GetTextureValue();
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ITexture *bloom_texture=params[BLOOMTEXTURE]->GetTextureValue();
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float v0[4]={ (float)(1.0/base_texture->GetActualWidth()), (float)(1.0/base_texture->GetActualHeight()),
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(float)(1.0/bloom_texture->GetActualWidth()), (float)(1.0/bloom_texture->GetActualHeight()) };
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, v0, 1 );
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DECLARE_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 );
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SET_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( floatcombine_ps20b );
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SET_DYNAMIC_PIXEL_SHADER( floatcombine_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( floatcombine_ps20 );
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SET_DYNAMIC_PIXEL_SHADER( floatcombine_ps20 );
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}
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}
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Draw();
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}
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END_SHADER
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