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materialsystem/stdshaders/Downsample.cpp
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110
materialsystem/stdshaders/Downsample.cpp
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//========= Copyright 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 "common_hlsl_cpp_consts.h"
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#include "Downsample_ps20.inc"
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#include "Downsample_ps20b.inc"
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BEGIN_VS_SHADER_FLAGS( Downsample, "Help for Downsample", SHADER_NOT_EDITABLE )
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BEGIN_SHADER_PARAMS
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END_SHADER_PARAMS
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SHADER_INIT
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{
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LoadTexture( BASETEXTURE );
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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->SupportsVertexAndPixelShaders() )
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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->EnableAlphaWrites( true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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// Render targets are pegged as sRGB on OSX GL, so just force these reads and writes
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bool bForceSRGBReadAndWrite = IsOSX() && g_pHardwareConfig->CanDoSRGBReadFromRTs();
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, bForceSRGBReadAndWrite );
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pShaderShadow->EnableSRGBWrite( bForceSRGBReadAndWrite );
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int fmt = VERTEX_POSITION;
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pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
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pShaderShadow->SetVertexShader( "Downsample_vs20", 0 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( downsample_ps20b );
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SET_STATIC_PIXEL_SHADER( downsample_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( downsample_ps20 );
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SET_STATIC_PIXEL_SHADER( downsample_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, BASETEXTURE, -1 );
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int width, height;
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pShaderAPI->GetBackBufferDimensions( width, height );
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float v[4];
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float dX = 1.0f / width;
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float dY = 1.0f / height;
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v[0] = -dX;
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v[1] = -dY;
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, v, 1 );
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v[0] = -dX;
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v[1] = dY;
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, v, 1 );
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v[0] = dX;
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v[1] = -dY;
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, v, 1 );
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v[0] = dX;
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v[1] = dY;
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, v, 1 );
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// Setup luminance threshold (all values are scaled down by max luminance)
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// v[0] = 1.0f / MAX_HDR_OVERBRIGHT;
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v[0] = 0.0f;
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pShaderAPI->SetPixelShaderConstant( 0, v, 1 );
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pShaderAPI->SetVertexShaderIndex( 0 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( downsample_ps20b );
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SET_DYNAMIC_PIXEL_SHADER( downsample_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( downsample_ps20 );
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SET_DYNAMIC_PIXEL_SHADER( downsample_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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