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