//========= 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