hl2_src-leak-2017/src/materialsystem/stdshaders/AccumBuff4Sample.cpp

115 lines
3.5 KiB
C++

//========= 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