//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //============================================================================= #include "BaseVSShader.h" #include "common_hlsl_cpp_consts.h" #include "HDRSelectRange_ps20.inc" #include "HDRSelectRange_ps20b.inc" BEGIN_VS_SHADER_FLAGS( HDRSelectRange, "Help for HDRSelectRange", SHADER_NOT_EDITABLE ) BEGIN_SHADER_PARAMS SHADER_PARAM( SOURCEMRTRENDERTARGET, SHADER_PARAM_TYPE_TEXTURE, "", "" ) END_SHADER_PARAMS SHADER_INIT { LoadTexture( SOURCEMRTRENDERTARGET ); } SHADER_FALLBACK { // Requires DX9 + above if (!g_pHardwareConfig->SupportsVertexAndPixelShaders()) { Assert( 0 ); return "Wireframe"; } return 0; } SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnableAlphaWrites( false ); pShaderShadow->EnableDepthTest( false ); pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); int fmt = VERTEX_POSITION; pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 ); pShaderShadow->SetVertexShader( "HDRSelectRange_vs20", 0 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( hdrselectrange_ps20b ); SET_STATIC_PIXEL_SHADER( hdrselectrange_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( hdrselectrange_ps20 ); SET_STATIC_PIXEL_SHADER( hdrselectrange_ps20 ); } } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, SOURCEMRTRENDERTARGET, -1 ); pShaderAPI->SetVertexShaderIndex( 0 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( hdrselectrange_ps20b ); SET_DYNAMIC_PIXEL_SHADER( hdrselectrange_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( hdrselectrange_ps20 ); SET_DYNAMIC_PIXEL_SHADER( hdrselectrange_ps20 ); } } Draw(); } END_SHADER