//========= 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