sqwarmed/sdk_src/materialsystem/stdshaders/HDRCombineTo16Bit.cpp

82 lines
2.2 KiB
C++

//========= Copyright © 1996-2004, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#include "BaseVSShader.h"
#include "common_hlsl_cpp_consts.h"
#include "hdrcombineto16bit_ps20.inc"
#include "hdrcombineto16bit_ps20b.inc"
#include "hdrcombineto16bit_vs20.inc"
#include "convar.h"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
BEGIN_VS_SHADER_FLAGS( HDRCombineTo16Bit, "Help for HDRCombineTo16Bit", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS
SHADER_PARAM( SOURCEMRTRENDERTARGET, SHADER_PARAM_TYPE_TEXTURE, "", "" )
END_SHADER_PARAMS
SHADER_INIT
{
LoadTexture( SOURCEMRTRENDERTARGET );
}
SHADER_FALLBACK
{
return 0;
}
SHADER_DRAW
{
SHADOW_STATE
{
pShaderShadow->EnableDepthWrites( false );
pShaderShadow->EnableAlphaWrites( false );
pShaderShadow->EnableDepthTest( false );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
int fmt = VERTEX_POSITION;
pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
DECLARE_STATIC_VERTEX_SHADER( hdrcombineto16bit_vs20 );
SET_STATIC_VERTEX_SHADER( hdrcombineto16bit_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( hdrcombineto16bit_ps20b );
SET_STATIC_PIXEL_SHADER( hdrcombineto16bit_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( hdrcombineto16bit_ps20 );
SET_STATIC_PIXEL_SHADER( hdrcombineto16bit_ps20 );
}
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER0, SOURCEMRTRENDERTARGET, -1 );
DECLARE_DYNAMIC_VERTEX_SHADER( hdrcombineto16bit_vs20 );
SET_DYNAMIC_VERTEX_SHADER( hdrcombineto16bit_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( hdrcombineto16bit_ps20b );
SET_DYNAMIC_PIXEL_SHADER( hdrcombineto16bit_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( hdrcombineto16bit_ps20 );
SET_DYNAMIC_PIXEL_SHADER( hdrcombineto16bit_ps20 );
}
}
Draw();
}
END_SHADER