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https://github.com/ValveSoftware/source-sdk-2013.git
synced 2024-11-24 04:41:51 +00:00
Added bloom shader and screenspace effect helpers as examples for the SDK.
This commit is contained in:
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41 changed files with 1316 additions and 0 deletions
BIN
mp/game/mod_hl2mp/shaders/fxc/sdk_bloom_ps20.vcs
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mp/game/mod_hl2mp/shaders/fxc/sdk_bloom_ps20.vcs
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mp/game/mod_hl2mp/shaders/fxc/sdk_bloom_ps20b.vcs
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mp/game/mod_hl2mp/shaders/fxc/sdk_bloom_ps20b.vcs
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mp/game/mod_hl2mp/shaders/fxc/sdk_bloomadd_ps20.vcs
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mp/game/mod_hl2mp/shaders/fxc/sdk_bloomadd_ps20.vcs
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mp/game/mod_hl2mp/shaders/fxc/sdk_bloomadd_ps20b.vcs
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mp/game/mod_hl2mp/shaders/fxc/sdk_bloomadd_ps20b.vcs
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mp/game/mod_hl2mp/shaders/fxc/sdk_screenspaceeffect_vs20.vcs
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mp/game/mod_hl2mp/shaders/fxc/sdk_screenspaceeffect_vs20.vcs
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mp/src/materialsystem/stdshaders/Bloom.cpp
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mp/src/materialsystem/stdshaders/Bloom.cpp
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@ -0,0 +1,90 @@
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//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//===========================================================================//
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#include "BaseVSShader.h"
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#include "SDK_screenspaceeffect_vs20.inc"
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#include "SDK_Bloom_ps20.inc"
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#include "SDK_Bloom_ps20b.inc"
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BEGIN_VS_SHADER_FLAGS( SDK_Bloom, "Help for Bloom", SHADER_NOT_EDITABLE )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( FBTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "_rt_FullFrameFB", "" )
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SHADER_PARAM( BLURTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "_rt_SmallHDR0", "" )
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END_SHADER_PARAMS
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SHADER_INIT
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{
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if( params[FBTEXTURE]->IsDefined() )
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{
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LoadTexture( FBTEXTURE );
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}
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if( params[BLURTEXTURE]->IsDefined() )
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{
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LoadTexture( BLURTEXTURE );
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}
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}
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SHADER_FALLBACK
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{
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// Requires DX9 + above
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if ( g_pHardwareConfig->GetDXSupportLevel() < 90 )
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{
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Assert( 0 );
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return "Wireframe";
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}
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return 0;
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}
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SHADER_DRAW
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{
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SHADOW_STATE
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{
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pShaderShadow->EnableDepthWrites( false );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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int fmt = VERTEX_POSITION;
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pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
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// Pre-cache shaders
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DECLARE_STATIC_VERTEX_SHADER( sdk_screenspaceeffect_vs20 );
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SET_STATIC_VERTEX_SHADER( sdk_screenspaceeffect_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( sdk_bloom_ps20b );
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SET_STATIC_PIXEL_SHADER( sdk_bloom_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( sdk_bloom_ps20 );
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SET_STATIC_PIXEL_SHADER( sdk_bloom_ps20 );
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}
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}
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DYNAMIC_STATE
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{
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BindTexture( SHADER_SAMPLER0, FBTEXTURE, -1 );
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BindTexture( SHADER_SAMPLER1, BLURTEXTURE, -1 );
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DECLARE_DYNAMIC_VERTEX_SHADER( sdk_screenspaceeffect_vs20 );
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SET_DYNAMIC_VERTEX_SHADER( sdk_screenspaceeffect_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( sdk_bloom_ps20b );
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SET_DYNAMIC_PIXEL_SHADER( sdk_bloom_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( sdk_bloom_ps20 );
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SET_DYNAMIC_PIXEL_SHADER( sdk_bloom_ps20 );
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}
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}
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Draw();
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}
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END_SHADER
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21
mp/src/materialsystem/stdshaders/SDK_Bloom_ps2x.fxc
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mp/src/materialsystem/stdshaders/SDK_Bloom_ps2x.fxc
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// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
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// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
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#define HDRTYPE HDR_TYPE_NONE
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#include "common_ps_fxc.h"
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sampler FBSampler : register( s0 );
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sampler BlurSampler : register( s1 );
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struct PS_INPUT
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{
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float2 texCoord : TEXCOORD0;
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};
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float4 main( PS_INPUT i ) : COLOR
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{
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float4 fbSample = tex2D( FBSampler, i.texCoord );
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float4 blurSample = tex2D( BlurSampler, i.texCoord );
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return FinalOutput( float4( fbSample + blurSample.rgb * blurSample.a * MAX_HDR_OVERBRIGHT, 1.0f ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
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}
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18
mp/src/materialsystem/stdshaders/SDK_bloomadd_ps11.fxc
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mp/src/materialsystem/stdshaders/SDK_bloomadd_ps11.fxc
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//======= Copyright © 1996-2006, Valve Corporation, All rights reserved. ======
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#define CONVERT_TO_SRGB 0
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#include "common_ps_fxc.h"
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sampler TexSampler : register( s0 );
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struct PS_INPUT
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{
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HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate
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};
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float4 main( PS_INPUT i ) : COLOR
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{
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float4 result = tex2D( TexSampler, i.baseTexCoord );
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result.a = 1.0f;
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return result; //FinalOutput( result, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
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}
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23
mp/src/materialsystem/stdshaders/SDK_bloomadd_ps2x.fxc
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mp/src/materialsystem/stdshaders/SDK_bloomadd_ps2x.fxc
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//======= Copyright © 1996-2006, Valve Corporation, All rights reserved. ======
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#define CONVERT_TO_SRGB 0
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#include "common_ps_fxc.h"
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sampler TexSampler : register( s0 );
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struct PS_INPUT
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{
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HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate
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#if defined( _X360 ) //matching pixel shader inputs to vertex shader outputs to avoid shader patches
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float2 ZeroTexCoord : TEXCOORD1;
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float2 bloomTexCoord : TEXCOORD2;
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#endif
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};
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float4 main( PS_INPUT i ) : COLOR
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{
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float4 result = tex2D( TexSampler, i.baseTexCoord );
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result.a = 1.0f;
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return result; //FinalOutput( result, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
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}
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//========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============//
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// STATIC: "X360APPCHOOSER" "0..1" [= 0]
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#include "common_vs_fxc.h"
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struct VS_INPUT
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{
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float3 vPos : POSITION;
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float2 vBaseTexCoord : TEXCOORD0;
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#if X360APPCHOOSER
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float4 vColor : COLOR0;
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#endif
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};
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struct VS_OUTPUT
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{
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float4 projPos : POSITION;
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float2 baseTexCoord : TEXCOORD0;
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float2 ZeroTexCoord : TEXCOORD1;
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float2 bloomTexCoord : TEXCOORD2;
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#if X360APPCHOOSER
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float4 vColor : TEXCOORD3;
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#endif
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};
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float4 Texel_Sizes : register (SHADER_SPECIFIC_CONST_0);
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VS_OUTPUT main( const VS_INPUT v )
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{
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VS_OUTPUT o = ( VS_OUTPUT )0;
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o.projPos = float4( v.vPos, 1.0f );
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o.baseTexCoord = v.vBaseTexCoord;
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o.ZeroTexCoord=float2(0,0);
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o.bloomTexCoord.x=v.vBaseTexCoord.x+Texel_Sizes.z;
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o.bloomTexCoord.y=v.vBaseTexCoord.y+Texel_Sizes.w;
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#if X360APPCHOOSER
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o.vColor.rgba = v.vColor.rgba;
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o.projPos.xyzw = mul( float4( v.vPos.xyz, 1.0f ), cModelViewProj );
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#endif
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return o;
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}
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33
mp/src/materialsystem/stdshaders/fxctmp9/SDK_Bloom_ps20.inc
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mp/src/materialsystem/stdshaders/fxctmp9/SDK_Bloom_ps20.inc
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#include "shaderlib/cshader.h"
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class sdk_bloom_ps20_Static_Index
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{
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public:
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sdk_bloom_ps20_Static_Index( )
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{
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}
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int GetIndex()
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{
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// Asserts to make sure that we aren't using any skipped combinations.
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// Asserts to make sure that we are setting all of the combination vars.
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#ifdef _DEBUG
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#endif // _DEBUG
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return 0;
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}
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};
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#define shaderStaticTest_sdk_bloom_ps20 0
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class sdk_bloom_ps20_Dynamic_Index
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{
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public:
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sdk_bloom_ps20_Dynamic_Index()
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{
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}
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int GetIndex()
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{
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// Asserts to make sure that we aren't using any skipped combinations.
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// Asserts to make sure that we are setting all of the combination vars.
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#ifdef _DEBUG
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#endif // _DEBUG
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return 0;
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}
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};
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#define shaderDynamicTest_sdk_bloom_ps20 0
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mp/src/materialsystem/stdshaders/fxctmp9/SDK_Bloom_ps20b.inc
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mp/src/materialsystem/stdshaders/fxctmp9/SDK_Bloom_ps20b.inc
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#include "shaderlib/cshader.h"
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class sdk_bloom_ps20b_Static_Index
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{
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private:
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int m_nCONVERT_TO_SRGB;
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#ifdef _DEBUG
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bool m_bCONVERT_TO_SRGB;
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#endif
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public:
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void SetCONVERT_TO_SRGB( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nCONVERT_TO_SRGB = i;
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#ifdef _DEBUG
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m_bCONVERT_TO_SRGB = true;
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#endif
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}
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void SetCONVERT_TO_SRGB( bool i )
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{
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m_nCONVERT_TO_SRGB = i ? 1 : 0;
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#ifdef _DEBUG
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m_bCONVERT_TO_SRGB = true;
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#endif
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}
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public:
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sdk_bloom_ps20b_Static_Index( )
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{
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#ifdef _DEBUG
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m_bCONVERT_TO_SRGB = true;
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#endif // _DEBUG
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m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
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}
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int GetIndex()
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{
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// Asserts to make sure that we aren't using any skipped combinations.
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// Asserts to make sure that we are setting all of the combination vars.
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#ifdef _DEBUG
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bool bAllStaticVarsDefined = m_bCONVERT_TO_SRGB;
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Assert( bAllStaticVarsDefined );
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#endif // _DEBUG
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return ( 1 * m_nCONVERT_TO_SRGB ) + 0;
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}
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};
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#define shaderStaticTest_sdk_bloom_ps20b 0
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class sdk_bloom_ps20b_Dynamic_Index
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{
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public:
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sdk_bloom_ps20b_Dynamic_Index()
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{
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}
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int GetIndex()
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{
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// Asserts to make sure that we aren't using any skipped combinations.
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// Asserts to make sure that we are setting all of the combination vars.
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#ifdef _DEBUG
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#endif // _DEBUG
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return 0;
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}
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};
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#define shaderDynamicTest_sdk_bloom_ps20b 0
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#include "shaderlib/cshader.h"
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class sdk_bloomadd_ps20_Static_Index
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{
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public:
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sdk_bloomadd_ps20_Static_Index( )
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{
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}
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int GetIndex()
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{
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// Asserts to make sure that we aren't using any skipped combinations.
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// Asserts to make sure that we are setting all of the combination vars.
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#ifdef _DEBUG
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#endif // _DEBUG
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return 0;
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}
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};
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#define shaderStaticTest_sdk_bloomadd_ps20 0
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class sdk_bloomadd_ps20_Dynamic_Index
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{
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public:
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sdk_bloomadd_ps20_Dynamic_Index()
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{
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}
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int GetIndex()
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{
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// Asserts to make sure that we aren't using any skipped combinations.
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// Asserts to make sure that we are setting all of the combination vars.
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#ifdef _DEBUG
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#endif // _DEBUG
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return 0;
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}
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};
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#define shaderDynamicTest_sdk_bloomadd_ps20 0
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#include "shaderlib/cshader.h"
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class sdk_bloomadd_ps20b_Static_Index
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{
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public:
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sdk_bloomadd_ps20b_Static_Index( )
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{
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}
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int GetIndex()
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{
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// Asserts to make sure that we aren't using any skipped combinations.
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// Asserts to make sure that we are setting all of the combination vars.
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#ifdef _DEBUG
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#endif // _DEBUG
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return 0;
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}
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};
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#define shaderStaticTest_sdk_bloomadd_ps20b 0
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class sdk_bloomadd_ps20b_Dynamic_Index
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{
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public:
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sdk_bloomadd_ps20b_Dynamic_Index()
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{
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}
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int GetIndex()
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{
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// Asserts to make sure that we aren't using any skipped combinations.
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// Asserts to make sure that we are setting all of the combination vars.
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#ifdef _DEBUG
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#endif // _DEBUG
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return 0;
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}
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};
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#define shaderDynamicTest_sdk_bloomadd_ps20b 0
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#include "shaderlib/cshader.h"
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class sdk_screenspaceeffect_vs20_Static_Index
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{
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private:
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int m_nX360APPCHOOSER;
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#ifdef _DEBUG
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bool m_bX360APPCHOOSER;
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#endif
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public:
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void SetX360APPCHOOSER( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nX360APPCHOOSER = i;
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#ifdef _DEBUG
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m_bX360APPCHOOSER = true;
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#endif
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}
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void SetX360APPCHOOSER( bool i )
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{
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m_nX360APPCHOOSER = i ? 1 : 0;
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#ifdef _DEBUG
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m_bX360APPCHOOSER = true;
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#endif
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}
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public:
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sdk_screenspaceeffect_vs20_Static_Index( )
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{
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#ifdef _DEBUG
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m_bX360APPCHOOSER = true;
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#endif // _DEBUG
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m_nX360APPCHOOSER = 0;
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}
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int GetIndex()
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{
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// Asserts to make sure that we aren't using any skipped combinations.
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// Asserts to make sure that we are setting all of the combination vars.
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#ifdef _DEBUG
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bool bAllStaticVarsDefined = m_bX360APPCHOOSER;
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Assert( bAllStaticVarsDefined );
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#endif // _DEBUG
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return ( 1 * m_nX360APPCHOOSER ) + 0;
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}
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};
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#define shaderStaticTest_sdk_screenspaceeffect_vs20 0
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class sdk_screenspaceeffect_vs20_Dynamic_Index
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{
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public:
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sdk_screenspaceeffect_vs20_Dynamic_Index()
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{
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}
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int GetIndex()
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{
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// Asserts to make sure that we aren't using any skipped combinations.
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// Asserts to make sure that we are setting all of the combination vars.
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#ifdef _DEBUG
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#endif // _DEBUG
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return 0;
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||||
}
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};
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#define shaderDynamicTest_sdk_screenspaceeffect_vs20 0
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@ -53,6 +53,9 @@ $Project
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$File "example_model_dx9.cpp"
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$File "example_model_dx9_helper.cpp"
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$File "Bloom.cpp"
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$File "screenspace_general.cpp"
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}
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$Folder "Header Files"
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|
|
232
mp/src/materialsystem/stdshaders/screenspace_general.cpp
Normal file
232
mp/src/materialsystem/stdshaders/screenspace_general.cpp
Normal file
|
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|
|||
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================//
|
||||
|
||||
#include "BaseVSShader.h"
|
||||
|
||||
#include "SDK_screenspaceeffect_vs20.inc"
|
||||
|
||||
DEFINE_FALLBACK_SHADER( SDK_screenspace_general, SDK_screenspace_general_dx9 )
|
||||
BEGIN_VS_SHADER_FLAGS( SDK_screenspace_general_dx9, "Help for screenspace_general", SHADER_NOT_EDITABLE )
|
||||
BEGIN_SHADER_PARAMS
|
||||
SHADER_PARAM( C0_X,SHADER_PARAM_TYPE_FLOAT,"0","")
|
||||
SHADER_PARAM( C0_Y,SHADER_PARAM_TYPE_FLOAT,"0","")
|
||||
SHADER_PARAM( C0_Z,SHADER_PARAM_TYPE_FLOAT,"0","")
|
||||
SHADER_PARAM( C0_W,SHADER_PARAM_TYPE_FLOAT,"0","")
|
||||
SHADER_PARAM( C1_X,SHADER_PARAM_TYPE_FLOAT,"0","")
|
||||
SHADER_PARAM( C1_Y,SHADER_PARAM_TYPE_FLOAT,"0","")
|
||||
SHADER_PARAM( C1_Z,SHADER_PARAM_TYPE_FLOAT,"0","")
|
||||
SHADER_PARAM( C1_W,SHADER_PARAM_TYPE_FLOAT,"0","")
|
||||
SHADER_PARAM( C2_X,SHADER_PARAM_TYPE_FLOAT,"0","")
|
||||
SHADER_PARAM( C2_Y,SHADER_PARAM_TYPE_FLOAT,"0","")
|
||||
SHADER_PARAM( C2_Z,SHADER_PARAM_TYPE_FLOAT,"0","")
|
||||
SHADER_PARAM( C2_W,SHADER_PARAM_TYPE_FLOAT,"0","")
|
||||
SHADER_PARAM( C3_X,SHADER_PARAM_TYPE_FLOAT,"0","")
|
||||
SHADER_PARAM( C3_Y,SHADER_PARAM_TYPE_FLOAT,"0","")
|
||||
SHADER_PARAM( C3_Z,SHADER_PARAM_TYPE_FLOAT,"0","")
|
||||
SHADER_PARAM( C3_W,SHADER_PARAM_TYPE_FLOAT,"0","")
|
||||
SHADER_PARAM( PIXSHADER, SHADER_PARAM_TYPE_STRING, "", "Name of the pixel shader to use" )
|
||||
SHADER_PARAM( DISABLE_COLOR_WRITES,SHADER_PARAM_TYPE_INTEGER,"0","")
|
||||
SHADER_PARAM( ALPHATESTED,SHADER_PARAM_TYPE_FLOAT,"0","")
|
||||
SHADER_PARAM( TEXTURE1, SHADER_PARAM_TYPE_TEXTURE, "", "" )
|
||||
SHADER_PARAM( TEXTURE2, SHADER_PARAM_TYPE_TEXTURE, "", "" )
|
||||
SHADER_PARAM( TEXTURE3, SHADER_PARAM_TYPE_TEXTURE, "", "" )
|
||||
SHADER_PARAM( LINEARREAD_BASETEXTURE, SHADER_PARAM_TYPE_INTEGER, "0", "" )
|
||||
SHADER_PARAM( LINEARREAD_TEXTURE1, SHADER_PARAM_TYPE_INTEGER, "0", "" )
|
||||
SHADER_PARAM( LINEARREAD_TEXTURE2, SHADER_PARAM_TYPE_INTEGER, "0", "" )
|
||||
SHADER_PARAM( LINEARREAD_TEXTURE3, SHADER_PARAM_TYPE_INTEGER, "0", "" )
|
||||
SHADER_PARAM( LINEARWRITE,SHADER_PARAM_TYPE_INTEGER,"0","")
|
||||
SHADER_PARAM( X360APPCHOOSER, SHADER_PARAM_TYPE_INTEGER, "0", "Needed for movies in 360 launcher" )
|
||||
END_SHADER_PARAMS
|
||||
|
||||
SHADER_INIT
|
||||
{
|
||||
if ( params[BASETEXTURE]->IsDefined() )
|
||||
{
|
||||
LoadTexture( BASETEXTURE );
|
||||
}
|
||||
if ( params[TEXTURE1]->IsDefined() )
|
||||
{
|
||||
LoadTexture( TEXTURE1 );
|
||||
}
|
||||
if ( params[TEXTURE2]->IsDefined() )
|
||||
{
|
||||
LoadTexture( TEXTURE2 );
|
||||
}
|
||||
if ( params[TEXTURE3]->IsDefined() )
|
||||
{
|
||||
LoadTexture( TEXTURE3 );
|
||||
}
|
||||
}
|
||||
|
||||
SHADER_FALLBACK
|
||||
{
|
||||
if ( g_pHardwareConfig->GetDXSupportLevel() < 90 )
|
||||
{
|
||||
return "screenspace_general_dx8";
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
SHADER_DRAW
|
||||
{
|
||||
SHADOW_STATE
|
||||
{
|
||||
pShaderShadow->EnableDepthWrites( false );
|
||||
|
||||
if (params[BASETEXTURE]->IsDefined())
|
||||
{
|
||||
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
|
||||
ITexture *txtr=params[BASETEXTURE]->GetTextureValue();
|
||||
ImageFormat fmt=txtr->GetImageFormat();
|
||||
if ((fmt==IMAGE_FORMAT_RGBA16161616F) || (fmt==IMAGE_FORMAT_RGBA16161616))
|
||||
pShaderShadow->EnableSRGBRead(SHADER_SAMPLER0,false);
|
||||
else
|
||||
pShaderShadow->EnableSRGBRead(SHADER_SAMPLER0, !params[LINEARREAD_BASETEXTURE]->IsDefined() || !params[LINEARREAD_BASETEXTURE]->GetIntValue() );
|
||||
}
|
||||
if (params[TEXTURE1]->IsDefined())
|
||||
{
|
||||
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
|
||||
ITexture *txtr=params[TEXTURE1]->GetTextureValue();
|
||||
ImageFormat fmt=txtr->GetImageFormat();
|
||||
if ((fmt==IMAGE_FORMAT_RGBA16161616F) || (fmt==IMAGE_FORMAT_RGBA16161616))
|
||||
pShaderShadow->EnableSRGBRead(SHADER_SAMPLER1,false);
|
||||
else
|
||||
pShaderShadow->EnableSRGBRead(SHADER_SAMPLER1, !params[LINEARREAD_TEXTURE1]->IsDefined() || !params[LINEARREAD_TEXTURE1]->GetIntValue() );
|
||||
}
|
||||
if (params[TEXTURE2]->IsDefined())
|
||||
{
|
||||
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
|
||||
ITexture *txtr=params[TEXTURE2]->GetTextureValue();
|
||||
ImageFormat fmt=txtr->GetImageFormat();
|
||||
if ((fmt==IMAGE_FORMAT_RGBA16161616F) || (fmt==IMAGE_FORMAT_RGBA16161616))
|
||||
pShaderShadow->EnableSRGBRead(SHADER_SAMPLER2,false);
|
||||
else
|
||||
pShaderShadow->EnableSRGBRead(SHADER_SAMPLER2, !params[LINEARREAD_TEXTURE2]->IsDefined() || !params[LINEARREAD_TEXTURE2]->GetIntValue() );
|
||||
}
|
||||
if (params[TEXTURE3]->IsDefined())
|
||||
{
|
||||
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
|
||||
ITexture *txtr=params[TEXTURE3]->GetTextureValue();
|
||||
ImageFormat fmt=txtr->GetImageFormat();
|
||||
if ((fmt==IMAGE_FORMAT_RGBA16161616F) || (fmt==IMAGE_FORMAT_RGBA16161616))
|
||||
pShaderShadow->EnableSRGBRead(SHADER_SAMPLER3,false);
|
||||
else
|
||||
pShaderShadow->EnableSRGBRead(SHADER_SAMPLER3, !params[LINEARREAD_TEXTURE3]->IsDefined() || !params[LINEARREAD_TEXTURE3]->GetIntValue() );
|
||||
}
|
||||
int fmt = VERTEX_POSITION;
|
||||
|
||||
if ( IS_PARAM_DEFINED( X360APPCHOOSER ) && ( params[X360APPCHOOSER]->GetIntValue() ) )
|
||||
{
|
||||
fmt |= VERTEX_COLOR;
|
||||
EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
|
||||
}
|
||||
pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
|
||||
|
||||
// maybe convert from linear to gamma on write.
|
||||
bool srgb_write=true;
|
||||
if (params[LINEARWRITE]->GetFloatValue())
|
||||
srgb_write=false;
|
||||
pShaderShadow->EnableSRGBWrite( srgb_write );
|
||||
|
||||
// Pre-cache shaders
|
||||
DECLARE_STATIC_VERTEX_SHADER( sdk_screenspaceeffect_vs20 );
|
||||
SET_STATIC_VERTEX_SHADER_COMBO( X360APPCHOOSER, IS_PARAM_DEFINED( X360APPCHOOSER ) ? params[X360APPCHOOSER]->GetIntValue() : 0 );
|
||||
vsh_forgot_to_set_static_X360APPCHOOSER = 0; // This is a dirty workaround to the shortcut [= 0] in the fxc
|
||||
SET_STATIC_VERTEX_SHADER( sdk_screenspaceeffect_vs20 );
|
||||
|
||||
if (params[DISABLE_COLOR_WRITES]->GetIntValue())
|
||||
{
|
||||
pShaderShadow->EnableColorWrites(false);
|
||||
}
|
||||
// if (params[ALPHATESTED]->GetFloatValue())
|
||||
{
|
||||
pShaderShadow->EnableAlphaTest(true);
|
||||
pShaderShadow->AlphaFunc(SHADER_ALPHAFUNC_GREATER,0.0);
|
||||
}
|
||||
if ( IS_FLAG_SET(MATERIAL_VAR_ADDITIVE) )
|
||||
{
|
||||
EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
|
||||
}
|
||||
|
||||
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
|
||||
{
|
||||
const char *szPixelShader = params[PIXSHADER]->GetStringValue();
|
||||
size_t iLength = Q_strlen( szPixelShader );
|
||||
|
||||
if( (iLength > 5) && (Q_stricmp( &szPixelShader[iLength - 5], "_ps20" ) == 0) ) //detect if it's trying to load a ps20 shader
|
||||
{
|
||||
//replace it with the ps20b shader
|
||||
char *szNewName = (char *)stackalloc( sizeof( char ) * (iLength + 2) );
|
||||
memcpy( szNewName, szPixelShader, sizeof( char ) * iLength );
|
||||
szNewName[iLength] = 'b';
|
||||
szNewName[iLength + 1] = '\0';
|
||||
pShaderShadow->SetPixelShader( szNewName, 0 );
|
||||
}
|
||||
else
|
||||
{
|
||||
pShaderShadow->SetPixelShader( params[PIXSHADER]->GetStringValue(), 0 );
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
pShaderShadow->SetPixelShader( params[PIXSHADER]->GetStringValue(), 0 );
|
||||
}
|
||||
}
|
||||
|
||||
DYNAMIC_STATE
|
||||
{
|
||||
if (params[BASETEXTURE]->IsDefined())
|
||||
{
|
||||
BindTexture( SHADER_SAMPLER0, BASETEXTURE, -1 );
|
||||
}
|
||||
if (params[TEXTURE1]->IsDefined())
|
||||
{
|
||||
BindTexture( SHADER_SAMPLER1, TEXTURE1, -1 );
|
||||
}
|
||||
if (params[TEXTURE2]->IsDefined())
|
||||
{
|
||||
BindTexture( SHADER_SAMPLER2, TEXTURE2, -1 );
|
||||
}
|
||||
if (params[TEXTURE3]->IsDefined())
|
||||
{
|
||||
BindTexture( SHADER_SAMPLER3, TEXTURE3, -1 );
|
||||
}
|
||||
float c0[]={
|
||||
params[C0_X]->GetFloatValue(),
|
||||
params[C0_Y]->GetFloatValue(),
|
||||
params[C0_Z]->GetFloatValue(),
|
||||
params[C0_W]->GetFloatValue(),
|
||||
params[C1_X]->GetFloatValue(),
|
||||
params[C1_Y]->GetFloatValue(),
|
||||
params[C1_Z]->GetFloatValue(),
|
||||
params[C1_W]->GetFloatValue(),
|
||||
params[C2_X]->GetFloatValue(),
|
||||
params[C2_Y]->GetFloatValue(),
|
||||
params[C2_Z]->GetFloatValue(),
|
||||
params[C2_W]->GetFloatValue(),
|
||||
params[C3_X]->GetFloatValue(),
|
||||
params[C3_Y]->GetFloatValue(),
|
||||
params[C3_Z]->GetFloatValue(),
|
||||
params[C3_W]->GetFloatValue()
|
||||
};
|
||||
|
||||
pShaderAPI->SetPixelShaderConstant( 0, c0, ARRAYSIZE(c0)/4 );
|
||||
|
||||
float eyePos[4];
|
||||
pShaderAPI->GetWorldSpaceCameraPosition( eyePos );
|
||||
pShaderAPI->SetPixelShaderConstant( 10, eyePos, 1 );
|
||||
|
||||
pShaderAPI->SetVertexShaderIndex( 0 );
|
||||
pShaderAPI->SetPixelShaderIndex( 0 );
|
||||
|
||||
DECLARE_DYNAMIC_VERTEX_SHADER( sdk_screenspaceeffect_vs20 );
|
||||
SET_DYNAMIC_VERTEX_SHADER( sdk_screenspaceeffect_vs20 );
|
||||
}
|
||||
Draw();
|
||||
}
|
||||
END_SHADER
|
|
@ -9,3 +9,8 @@
|
|||
|
||||
example_model_ps20b.fxc
|
||||
example_model_vs20.fxc
|
||||
|
||||
SDK_Bloom_ps2x.fxc
|
||||
SDK_screenspaceeffect_vs20.fxc
|
||||
|
||||
SDK_bloomadd_ps2x.fxc
|
||||
|
|
BIN
sp/game/mod_episodic/shaders/fxc/sdk_bloom_ps20.vcs
Normal file
BIN
sp/game/mod_episodic/shaders/fxc/sdk_bloom_ps20.vcs
Normal file
Binary file not shown.
BIN
sp/game/mod_episodic/shaders/fxc/sdk_bloom_ps20b.vcs
Normal file
BIN
sp/game/mod_episodic/shaders/fxc/sdk_bloom_ps20b.vcs
Normal file
Binary file not shown.
BIN
sp/game/mod_episodic/shaders/fxc/sdk_bloomadd_ps20.vcs
Normal file
BIN
sp/game/mod_episodic/shaders/fxc/sdk_bloomadd_ps20.vcs
Normal file
Binary file not shown.
BIN
sp/game/mod_episodic/shaders/fxc/sdk_bloomadd_ps20b.vcs
Normal file
BIN
sp/game/mod_episodic/shaders/fxc/sdk_bloomadd_ps20b.vcs
Normal file
Binary file not shown.
BIN
sp/game/mod_episodic/shaders/fxc/sdk_screenspaceeffect_vs20.vcs
Normal file
BIN
sp/game/mod_episodic/shaders/fxc/sdk_screenspaceeffect_vs20.vcs
Normal file
Binary file not shown.
BIN
sp/game/mod_hl2/shaders/fxc/sdk_bloom_ps20.vcs
Normal file
BIN
sp/game/mod_hl2/shaders/fxc/sdk_bloom_ps20.vcs
Normal file
Binary file not shown.
BIN
sp/game/mod_hl2/shaders/fxc/sdk_bloom_ps20b.vcs
Normal file
BIN
sp/game/mod_hl2/shaders/fxc/sdk_bloom_ps20b.vcs
Normal file
Binary file not shown.
BIN
sp/game/mod_hl2/shaders/fxc/sdk_bloomadd_ps20.vcs
Normal file
BIN
sp/game/mod_hl2/shaders/fxc/sdk_bloomadd_ps20.vcs
Normal file
Binary file not shown.
BIN
sp/game/mod_hl2/shaders/fxc/sdk_bloomadd_ps20b.vcs
Normal file
BIN
sp/game/mod_hl2/shaders/fxc/sdk_bloomadd_ps20b.vcs
Normal file
Binary file not shown.
BIN
sp/game/mod_hl2/shaders/fxc/sdk_screenspaceeffect_vs20.vcs
Normal file
BIN
sp/game/mod_hl2/shaders/fxc/sdk_screenspaceeffect_vs20.vcs
Normal file
Binary file not shown.
90
sp/src/materialsystem/stdshaders/Bloom.cpp
Normal file
90
sp/src/materialsystem/stdshaders/Bloom.cpp
Normal file
|
@ -0,0 +1,90 @@
|
|||
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//===========================================================================//
|
||||
|
||||
#include "BaseVSShader.h"
|
||||
|
||||
#include "SDK_screenspaceeffect_vs20.inc"
|
||||
#include "SDK_Bloom_ps20.inc"
|
||||
#include "SDK_Bloom_ps20b.inc"
|
||||
|
||||
BEGIN_VS_SHADER_FLAGS( SDK_Bloom, "Help for Bloom", SHADER_NOT_EDITABLE )
|
||||
BEGIN_SHADER_PARAMS
|
||||
SHADER_PARAM( FBTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "_rt_FullFrameFB", "" )
|
||||
SHADER_PARAM( BLURTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "_rt_SmallHDR0", "" )
|
||||
END_SHADER_PARAMS
|
||||
|
||||
SHADER_INIT
|
||||
{
|
||||
if( params[FBTEXTURE]->IsDefined() )
|
||||
{
|
||||
LoadTexture( FBTEXTURE );
|
||||
}
|
||||
if( params[BLURTEXTURE]->IsDefined() )
|
||||
{
|
||||
LoadTexture( BLURTEXTURE );
|
||||
}
|
||||
}
|
||||
|
||||
SHADER_FALLBACK
|
||||
{
|
||||
// Requires DX9 + above
|
||||
if ( g_pHardwareConfig->GetDXSupportLevel() < 90 )
|
||||
{
|
||||
Assert( 0 );
|
||||
return "Wireframe";
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
SHADER_DRAW
|
||||
{
|
||||
SHADOW_STATE
|
||||
{
|
||||
pShaderShadow->EnableDepthWrites( false );
|
||||
|
||||
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
|
||||
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
|
||||
int fmt = VERTEX_POSITION;
|
||||
pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
|
||||
|
||||
// Pre-cache shaders
|
||||
DECLARE_STATIC_VERTEX_SHADER( sdk_screenspaceeffect_vs20 );
|
||||
SET_STATIC_VERTEX_SHADER( sdk_screenspaceeffect_vs20 );
|
||||
|
||||
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
|
||||
{
|
||||
DECLARE_STATIC_PIXEL_SHADER( sdk_bloom_ps20b );
|
||||
SET_STATIC_PIXEL_SHADER( sdk_bloom_ps20b );
|
||||
}
|
||||
else
|
||||
{
|
||||
DECLARE_STATIC_PIXEL_SHADER( sdk_bloom_ps20 );
|
||||
SET_STATIC_PIXEL_SHADER( sdk_bloom_ps20 );
|
||||
}
|
||||
}
|
||||
|
||||
DYNAMIC_STATE
|
||||
{
|
||||
BindTexture( SHADER_SAMPLER0, FBTEXTURE, -1 );
|
||||
BindTexture( SHADER_SAMPLER1, BLURTEXTURE, -1 );
|
||||
DECLARE_DYNAMIC_VERTEX_SHADER( sdk_screenspaceeffect_vs20 );
|
||||
SET_DYNAMIC_VERTEX_SHADER( sdk_screenspaceeffect_vs20 );
|
||||
|
||||
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
|
||||
{
|
||||
DECLARE_DYNAMIC_PIXEL_SHADER( sdk_bloom_ps20b );
|
||||
SET_DYNAMIC_PIXEL_SHADER( sdk_bloom_ps20b );
|
||||
}
|
||||
else
|
||||
{
|
||||
DECLARE_DYNAMIC_PIXEL_SHADER( sdk_bloom_ps20 );
|
||||
SET_DYNAMIC_PIXEL_SHADER( sdk_bloom_ps20 );
|
||||
}
|
||||
}
|
||||
Draw();
|
||||
}
|
||||
END_SHADER
|
21
sp/src/materialsystem/stdshaders/SDK_Bloom_ps2x.fxc
Normal file
21
sp/src/materialsystem/stdshaders/SDK_Bloom_ps2x.fxc
Normal file
|
@ -0,0 +1,21 @@
|
|||
// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
|
||||
// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
|
||||
|
||||
#define HDRTYPE HDR_TYPE_NONE
|
||||
#include "common_ps_fxc.h"
|
||||
|
||||
sampler FBSampler : register( s0 );
|
||||
sampler BlurSampler : register( s1 );
|
||||
|
||||
struct PS_INPUT
|
||||
{
|
||||
float2 texCoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
float4 main( PS_INPUT i ) : COLOR
|
||||
{
|
||||
float4 fbSample = tex2D( FBSampler, i.texCoord );
|
||||
float4 blurSample = tex2D( BlurSampler, i.texCoord );
|
||||
|
||||
return FinalOutput( float4( fbSample + blurSample.rgb * blurSample.a * MAX_HDR_OVERBRIGHT, 1.0f ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
|
||||
}
|
18
sp/src/materialsystem/stdshaders/SDK_bloomadd_ps11.fxc
Normal file
18
sp/src/materialsystem/stdshaders/SDK_bloomadd_ps11.fxc
Normal file
|
@ -0,0 +1,18 @@
|
|||
//======= Copyright © 1996-2006, Valve Corporation, All rights reserved. ======
|
||||
#define CONVERT_TO_SRGB 0
|
||||
|
||||
#include "common_ps_fxc.h"
|
||||
|
||||
sampler TexSampler : register( s0 );
|
||||
|
||||
struct PS_INPUT
|
||||
{
|
||||
HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate
|
||||
};
|
||||
|
||||
float4 main( PS_INPUT i ) : COLOR
|
||||
{
|
||||
float4 result = tex2D( TexSampler, i.baseTexCoord );
|
||||
result.a = 1.0f;
|
||||
return result; //FinalOutput( result, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
|
||||
}
|
23
sp/src/materialsystem/stdshaders/SDK_bloomadd_ps2x.fxc
Normal file
23
sp/src/materialsystem/stdshaders/SDK_bloomadd_ps2x.fxc
Normal file
|
@ -0,0 +1,23 @@
|
|||
//======= Copyright © 1996-2006, Valve Corporation, All rights reserved. ======
|
||||
#define CONVERT_TO_SRGB 0
|
||||
|
||||
#include "common_ps_fxc.h"
|
||||
|
||||
sampler TexSampler : register( s0 );
|
||||
|
||||
struct PS_INPUT
|
||||
{
|
||||
HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate
|
||||
|
||||
#if defined( _X360 ) //matching pixel shader inputs to vertex shader outputs to avoid shader patches
|
||||
float2 ZeroTexCoord : TEXCOORD1;
|
||||
float2 bloomTexCoord : TEXCOORD2;
|
||||
#endif
|
||||
};
|
||||
|
||||
float4 main( PS_INPUT i ) : COLOR
|
||||
{
|
||||
float4 result = tex2D( TexSampler, i.baseTexCoord );
|
||||
result.a = 1.0f;
|
||||
return result; //FinalOutput( result, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
|
||||
}
|
|
@ -0,0 +1,47 @@
|
|||
//========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============//
|
||||
|
||||
// STATIC: "X360APPCHOOSER" "0..1" [= 0]
|
||||
|
||||
#include "common_vs_fxc.h"
|
||||
|
||||
struct VS_INPUT
|
||||
{
|
||||
float3 vPos : POSITION;
|
||||
float2 vBaseTexCoord : TEXCOORD0;
|
||||
|
||||
#if X360APPCHOOSER
|
||||
float4 vColor : COLOR0;
|
||||
#endif
|
||||
};
|
||||
|
||||
struct VS_OUTPUT
|
||||
{
|
||||
float4 projPos : POSITION;
|
||||
float2 baseTexCoord : TEXCOORD0;
|
||||
float2 ZeroTexCoord : TEXCOORD1;
|
||||
float2 bloomTexCoord : TEXCOORD2;
|
||||
|
||||
#if X360APPCHOOSER
|
||||
float4 vColor : TEXCOORD3;
|
||||
#endif
|
||||
};
|
||||
|
||||
float4 Texel_Sizes : register (SHADER_SPECIFIC_CONST_0);
|
||||
|
||||
VS_OUTPUT main( const VS_INPUT v )
|
||||
{
|
||||
VS_OUTPUT o = ( VS_OUTPUT )0;
|
||||
|
||||
o.projPos = float4( v.vPos, 1.0f );
|
||||
o.baseTexCoord = v.vBaseTexCoord;
|
||||
o.ZeroTexCoord=float2(0,0);
|
||||
o.bloomTexCoord.x=v.vBaseTexCoord.x+Texel_Sizes.z;
|
||||
o.bloomTexCoord.y=v.vBaseTexCoord.y+Texel_Sizes.w;
|
||||
|
||||
#if X360APPCHOOSER
|
||||
o.vColor.rgba = v.vColor.rgba;
|
||||
o.projPos.xyzw = mul( float4( v.vPos.xyz, 1.0f ), cModelViewProj );
|
||||
#endif
|
||||
|
||||
return o;
|
||||
}
|
33
sp/src/materialsystem/stdshaders/fxctmp9/SDK_Bloom_ps20.inc
Normal file
33
sp/src/materialsystem/stdshaders/fxctmp9/SDK_Bloom_ps20.inc
Normal file
|
@ -0,0 +1,33 @@
|
|||
#include "shaderlib/cshader.h"
|
||||
class sdk_bloom_ps20_Static_Index
|
||||
{
|
||||
public:
|
||||
sdk_bloom_ps20_Static_Index( )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_sdk_bloom_ps20 0
|
||||
class sdk_bloom_ps20_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
sdk_bloom_ps20_Dynamic_Index()
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_sdk_bloom_ps20 0
|
60
sp/src/materialsystem/stdshaders/fxctmp9/SDK_Bloom_ps20b.inc
Normal file
60
sp/src/materialsystem/stdshaders/fxctmp9/SDK_Bloom_ps20b.inc
Normal file
|
@ -0,0 +1,60 @@
|
|||
#include "shaderlib/cshader.h"
|
||||
class sdk_bloom_ps20b_Static_Index
|
||||
{
|
||||
private:
|
||||
int m_nCONVERT_TO_SRGB;
|
||||
#ifdef _DEBUG
|
||||
bool m_bCONVERT_TO_SRGB;
|
||||
#endif
|
||||
public:
|
||||
void SetCONVERT_TO_SRGB( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nCONVERT_TO_SRGB = i;
|
||||
#ifdef _DEBUG
|
||||
m_bCONVERT_TO_SRGB = true;
|
||||
#endif
|
||||
}
|
||||
void SetCONVERT_TO_SRGB( bool i )
|
||||
{
|
||||
m_nCONVERT_TO_SRGB = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bCONVERT_TO_SRGB = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
sdk_bloom_ps20b_Static_Index( )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bCONVERT_TO_SRGB = true;
|
||||
#endif // _DEBUG
|
||||
m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllStaticVarsDefined = m_bCONVERT_TO_SRGB;
|
||||
Assert( bAllStaticVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nCONVERT_TO_SRGB ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_sdk_bloom_ps20b 0
|
||||
class sdk_bloom_ps20b_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
sdk_bloom_ps20b_Dynamic_Index()
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_sdk_bloom_ps20b 0
|
|
@ -0,0 +1,33 @@
|
|||
#include "shaderlib/cshader.h"
|
||||
class sdk_bloomadd_ps20_Static_Index
|
||||
{
|
||||
public:
|
||||
sdk_bloomadd_ps20_Static_Index( )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_sdk_bloomadd_ps20 0
|
||||
class sdk_bloomadd_ps20_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
sdk_bloomadd_ps20_Dynamic_Index()
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_sdk_bloomadd_ps20 0
|
|
@ -0,0 +1,33 @@
|
|||
#include "shaderlib/cshader.h"
|
||||
class sdk_bloomadd_ps20b_Static_Index
|
||||
{
|
||||
public:
|
||||
sdk_bloomadd_ps20b_Static_Index( )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_sdk_bloomadd_ps20b 0
|
||||
class sdk_bloomadd_ps20b_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
sdk_bloomadd_ps20b_Dynamic_Index()
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_sdk_bloomadd_ps20b 0
|
|
@ -0,0 +1,60 @@
|
|||
#include "shaderlib/cshader.h"
|
||||
class sdk_screenspaceeffect_vs20_Static_Index
|
||||
{
|
||||
private:
|
||||
int m_nX360APPCHOOSER;
|
||||
#ifdef _DEBUG
|
||||
bool m_bX360APPCHOOSER;
|
||||
#endif
|
||||
public:
|
||||
void SetX360APPCHOOSER( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nX360APPCHOOSER = i;
|
||||
#ifdef _DEBUG
|
||||
m_bX360APPCHOOSER = true;
|
||||
#endif
|
||||
}
|
||||
void SetX360APPCHOOSER( bool i )
|
||||
{
|
||||
m_nX360APPCHOOSER = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bX360APPCHOOSER = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
sdk_screenspaceeffect_vs20_Static_Index( )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bX360APPCHOOSER = true;
|
||||
#endif // _DEBUG
|
||||
m_nX360APPCHOOSER = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllStaticVarsDefined = m_bX360APPCHOOSER;
|
||||
Assert( bAllStaticVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nX360APPCHOOSER ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_sdk_screenspaceeffect_vs20 0
|
||||
class sdk_screenspaceeffect_vs20_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
sdk_screenspaceeffect_vs20_Dynamic_Index()
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_sdk_screenspaceeffect_vs20 0
|
|
@ -53,6 +53,9 @@ $Project
|
|||
|
||||
$File "example_model_dx9.cpp"
|
||||
$File "example_model_dx9_helper.cpp"
|
||||
|
||||
$File "Bloom.cpp"
|
||||
$File "screenspace_general.cpp"
|
||||
}
|
||||
|
||||
$Folder "Header Files"
|
||||
|
|
232
sp/src/materialsystem/stdshaders/screenspace_general.cpp
Normal file
232
sp/src/materialsystem/stdshaders/screenspace_general.cpp
Normal file
|
@ -0,0 +1,232 @@
|
|||
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================//
|
||||
|
||||
#include "BaseVSShader.h"
|
||||
|
||||
#include "SDK_screenspaceeffect_vs20.inc"
|
||||
|
||||
DEFINE_FALLBACK_SHADER( SDK_screenspace_general, SDK_screenspace_general_dx9 )
|
||||
BEGIN_VS_SHADER_FLAGS( SDK_screenspace_general_dx9, "Help for screenspace_general", SHADER_NOT_EDITABLE )
|
||||
BEGIN_SHADER_PARAMS
|
||||
SHADER_PARAM( C0_X,SHADER_PARAM_TYPE_FLOAT,"0","")
|
||||
SHADER_PARAM( C0_Y,SHADER_PARAM_TYPE_FLOAT,"0","")
|
||||
SHADER_PARAM( C0_Z,SHADER_PARAM_TYPE_FLOAT,"0","")
|
||||
SHADER_PARAM( C0_W,SHADER_PARAM_TYPE_FLOAT,"0","")
|
||||
SHADER_PARAM( C1_X,SHADER_PARAM_TYPE_FLOAT,"0","")
|
||||
SHADER_PARAM( C1_Y,SHADER_PARAM_TYPE_FLOAT,"0","")
|
||||
SHADER_PARAM( C1_Z,SHADER_PARAM_TYPE_FLOAT,"0","")
|
||||
SHADER_PARAM( C1_W,SHADER_PARAM_TYPE_FLOAT,"0","")
|
||||
SHADER_PARAM( C2_X,SHADER_PARAM_TYPE_FLOAT,"0","")
|
||||
SHADER_PARAM( C2_Y,SHADER_PARAM_TYPE_FLOAT,"0","")
|
||||
SHADER_PARAM( C2_Z,SHADER_PARAM_TYPE_FLOAT,"0","")
|
||||
SHADER_PARAM( C2_W,SHADER_PARAM_TYPE_FLOAT,"0","")
|
||||
SHADER_PARAM( C3_X,SHADER_PARAM_TYPE_FLOAT,"0","")
|
||||
SHADER_PARAM( C3_Y,SHADER_PARAM_TYPE_FLOAT,"0","")
|
||||
SHADER_PARAM( C3_Z,SHADER_PARAM_TYPE_FLOAT,"0","")
|
||||
SHADER_PARAM( C3_W,SHADER_PARAM_TYPE_FLOAT,"0","")
|
||||
SHADER_PARAM( PIXSHADER, SHADER_PARAM_TYPE_STRING, "", "Name of the pixel shader to use" )
|
||||
SHADER_PARAM( DISABLE_COLOR_WRITES,SHADER_PARAM_TYPE_INTEGER,"0","")
|
||||
SHADER_PARAM( ALPHATESTED,SHADER_PARAM_TYPE_FLOAT,"0","")
|
||||
SHADER_PARAM( TEXTURE1, SHADER_PARAM_TYPE_TEXTURE, "", "" )
|
||||
SHADER_PARAM( TEXTURE2, SHADER_PARAM_TYPE_TEXTURE, "", "" )
|
||||
SHADER_PARAM( TEXTURE3, SHADER_PARAM_TYPE_TEXTURE, "", "" )
|
||||
SHADER_PARAM( LINEARREAD_BASETEXTURE, SHADER_PARAM_TYPE_INTEGER, "0", "" )
|
||||
SHADER_PARAM( LINEARREAD_TEXTURE1, SHADER_PARAM_TYPE_INTEGER, "0", "" )
|
||||
SHADER_PARAM( LINEARREAD_TEXTURE2, SHADER_PARAM_TYPE_INTEGER, "0", "" )
|
||||
SHADER_PARAM( LINEARREAD_TEXTURE3, SHADER_PARAM_TYPE_INTEGER, "0", "" )
|
||||
SHADER_PARAM( LINEARWRITE,SHADER_PARAM_TYPE_INTEGER,"0","")
|
||||
SHADER_PARAM( X360APPCHOOSER, SHADER_PARAM_TYPE_INTEGER, "0", "Needed for movies in 360 launcher" )
|
||||
END_SHADER_PARAMS
|
||||
|
||||
SHADER_INIT
|
||||
{
|
||||
if ( params[BASETEXTURE]->IsDefined() )
|
||||
{
|
||||
LoadTexture( BASETEXTURE );
|
||||
}
|
||||
if ( params[TEXTURE1]->IsDefined() )
|
||||
{
|
||||
LoadTexture( TEXTURE1 );
|
||||
}
|
||||
if ( params[TEXTURE2]->IsDefined() )
|
||||
{
|
||||
LoadTexture( TEXTURE2 );
|
||||
}
|
||||
if ( params[TEXTURE3]->IsDefined() )
|
||||
{
|
||||
LoadTexture( TEXTURE3 );
|
||||
}
|
||||
}
|
||||
|
||||
SHADER_FALLBACK
|
||||
{
|
||||
if ( g_pHardwareConfig->GetDXSupportLevel() < 90 )
|
||||
{
|
||||
return "screenspace_general_dx8";
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
SHADER_DRAW
|
||||
{
|
||||
SHADOW_STATE
|
||||
{
|
||||
pShaderShadow->EnableDepthWrites( false );
|
||||
|
||||
if (params[BASETEXTURE]->IsDefined())
|
||||
{
|
||||
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
|
||||
ITexture *txtr=params[BASETEXTURE]->GetTextureValue();
|
||||
ImageFormat fmt=txtr->GetImageFormat();
|
||||
if ((fmt==IMAGE_FORMAT_RGBA16161616F) || (fmt==IMAGE_FORMAT_RGBA16161616))
|
||||
pShaderShadow->EnableSRGBRead(SHADER_SAMPLER0,false);
|
||||
else
|
||||
pShaderShadow->EnableSRGBRead(SHADER_SAMPLER0, !params[LINEARREAD_BASETEXTURE]->IsDefined() || !params[LINEARREAD_BASETEXTURE]->GetIntValue() );
|
||||
}
|
||||
if (params[TEXTURE1]->IsDefined())
|
||||
{
|
||||
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
|
||||
ITexture *txtr=params[TEXTURE1]->GetTextureValue();
|
||||
ImageFormat fmt=txtr->GetImageFormat();
|
||||
if ((fmt==IMAGE_FORMAT_RGBA16161616F) || (fmt==IMAGE_FORMAT_RGBA16161616))
|
||||
pShaderShadow->EnableSRGBRead(SHADER_SAMPLER1,false);
|
||||
else
|
||||
pShaderShadow->EnableSRGBRead(SHADER_SAMPLER1, !params[LINEARREAD_TEXTURE1]->IsDefined() || !params[LINEARREAD_TEXTURE1]->GetIntValue() );
|
||||
}
|
||||
if (params[TEXTURE2]->IsDefined())
|
||||
{
|
||||
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
|
||||
ITexture *txtr=params[TEXTURE2]->GetTextureValue();
|
||||
ImageFormat fmt=txtr->GetImageFormat();
|
||||
if ((fmt==IMAGE_FORMAT_RGBA16161616F) || (fmt==IMAGE_FORMAT_RGBA16161616))
|
||||
pShaderShadow->EnableSRGBRead(SHADER_SAMPLER2,false);
|
||||
else
|
||||
pShaderShadow->EnableSRGBRead(SHADER_SAMPLER2, !params[LINEARREAD_TEXTURE2]->IsDefined() || !params[LINEARREAD_TEXTURE2]->GetIntValue() );
|
||||
}
|
||||
if (params[TEXTURE3]->IsDefined())
|
||||
{
|
||||
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
|
||||
ITexture *txtr=params[TEXTURE3]->GetTextureValue();
|
||||
ImageFormat fmt=txtr->GetImageFormat();
|
||||
if ((fmt==IMAGE_FORMAT_RGBA16161616F) || (fmt==IMAGE_FORMAT_RGBA16161616))
|
||||
pShaderShadow->EnableSRGBRead(SHADER_SAMPLER3,false);
|
||||
else
|
||||
pShaderShadow->EnableSRGBRead(SHADER_SAMPLER3, !params[LINEARREAD_TEXTURE3]->IsDefined() || !params[LINEARREAD_TEXTURE3]->GetIntValue() );
|
||||
}
|
||||
int fmt = VERTEX_POSITION;
|
||||
|
||||
if ( IS_PARAM_DEFINED( X360APPCHOOSER ) && ( params[X360APPCHOOSER]->GetIntValue() ) )
|
||||
{
|
||||
fmt |= VERTEX_COLOR;
|
||||
EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
|
||||
}
|
||||
pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
|
||||
|
||||
// maybe convert from linear to gamma on write.
|
||||
bool srgb_write=true;
|
||||
if (params[LINEARWRITE]->GetFloatValue())
|
||||
srgb_write=false;
|
||||
pShaderShadow->EnableSRGBWrite( srgb_write );
|
||||
|
||||
// Pre-cache shaders
|
||||
DECLARE_STATIC_VERTEX_SHADER( sdk_screenspaceeffect_vs20 );
|
||||
SET_STATIC_VERTEX_SHADER_COMBO( X360APPCHOOSER, IS_PARAM_DEFINED( X360APPCHOOSER ) ? params[X360APPCHOOSER]->GetIntValue() : 0 );
|
||||
vsh_forgot_to_set_static_X360APPCHOOSER = 0; // This is a dirty workaround to the shortcut [= 0] in the fxc
|
||||
SET_STATIC_VERTEX_SHADER( sdk_screenspaceeffect_vs20 );
|
||||
|
||||
if (params[DISABLE_COLOR_WRITES]->GetIntValue())
|
||||
{
|
||||
pShaderShadow->EnableColorWrites(false);
|
||||
}
|
||||
// if (params[ALPHATESTED]->GetFloatValue())
|
||||
{
|
||||
pShaderShadow->EnableAlphaTest(true);
|
||||
pShaderShadow->AlphaFunc(SHADER_ALPHAFUNC_GREATER,0.0);
|
||||
}
|
||||
if ( IS_FLAG_SET(MATERIAL_VAR_ADDITIVE) )
|
||||
{
|
||||
EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
|
||||
}
|
||||
|
||||
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
|
||||
{
|
||||
const char *szPixelShader = params[PIXSHADER]->GetStringValue();
|
||||
size_t iLength = Q_strlen( szPixelShader );
|
||||
|
||||
if( (iLength > 5) && (Q_stricmp( &szPixelShader[iLength - 5], "_ps20" ) == 0) ) //detect if it's trying to load a ps20 shader
|
||||
{
|
||||
//replace it with the ps20b shader
|
||||
char *szNewName = (char *)stackalloc( sizeof( char ) * (iLength + 2) );
|
||||
memcpy( szNewName, szPixelShader, sizeof( char ) * iLength );
|
||||
szNewName[iLength] = 'b';
|
||||
szNewName[iLength + 1] = '\0';
|
||||
pShaderShadow->SetPixelShader( szNewName, 0 );
|
||||
}
|
||||
else
|
||||
{
|
||||
pShaderShadow->SetPixelShader( params[PIXSHADER]->GetStringValue(), 0 );
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
pShaderShadow->SetPixelShader( params[PIXSHADER]->GetStringValue(), 0 );
|
||||
}
|
||||
}
|
||||
|
||||
DYNAMIC_STATE
|
||||
{
|
||||
if (params[BASETEXTURE]->IsDefined())
|
||||
{
|
||||
BindTexture( SHADER_SAMPLER0, BASETEXTURE, -1 );
|
||||
}
|
||||
if (params[TEXTURE1]->IsDefined())
|
||||
{
|
||||
BindTexture( SHADER_SAMPLER1, TEXTURE1, -1 );
|
||||
}
|
||||
if (params[TEXTURE2]->IsDefined())
|
||||
{
|
||||
BindTexture( SHADER_SAMPLER2, TEXTURE2, -1 );
|
||||
}
|
||||
if (params[TEXTURE3]->IsDefined())
|
||||
{
|
||||
BindTexture( SHADER_SAMPLER3, TEXTURE3, -1 );
|
||||
}
|
||||
float c0[]={
|
||||
params[C0_X]->GetFloatValue(),
|
||||
params[C0_Y]->GetFloatValue(),
|
||||
params[C0_Z]->GetFloatValue(),
|
||||
params[C0_W]->GetFloatValue(),
|
||||
params[C1_X]->GetFloatValue(),
|
||||
params[C1_Y]->GetFloatValue(),
|
||||
params[C1_Z]->GetFloatValue(),
|
||||
params[C1_W]->GetFloatValue(),
|
||||
params[C2_X]->GetFloatValue(),
|
||||
params[C2_Y]->GetFloatValue(),
|
||||
params[C2_Z]->GetFloatValue(),
|
||||
params[C2_W]->GetFloatValue(),
|
||||
params[C3_X]->GetFloatValue(),
|
||||
params[C3_Y]->GetFloatValue(),
|
||||
params[C3_Z]->GetFloatValue(),
|
||||
params[C3_W]->GetFloatValue()
|
||||
};
|
||||
|
||||
pShaderAPI->SetPixelShaderConstant( 0, c0, ARRAYSIZE(c0)/4 );
|
||||
|
||||
float eyePos[4];
|
||||
pShaderAPI->GetWorldSpaceCameraPosition( eyePos );
|
||||
pShaderAPI->SetPixelShaderConstant( 10, eyePos, 1 );
|
||||
|
||||
pShaderAPI->SetVertexShaderIndex( 0 );
|
||||
pShaderAPI->SetPixelShaderIndex( 0 );
|
||||
|
||||
DECLARE_DYNAMIC_VERTEX_SHADER( sdk_screenspaceeffect_vs20 );
|
||||
SET_DYNAMIC_VERTEX_SHADER( sdk_screenspaceeffect_vs20 );
|
||||
}
|
||||
Draw();
|
||||
}
|
||||
END_SHADER
|
|
@ -9,3 +9,8 @@
|
|||
|
||||
example_model_ps20b.fxc
|
||||
example_model_vs20.fxc
|
||||
|
||||
SDK_Bloom_ps2x.fxc
|
||||
SDK_screenspaceeffect_vs20.fxc
|
||||
|
||||
SDK_bloomadd_ps2x.fxc
|
||||
|
|
Loading…
Reference in a new issue