//===== Copyright 1996-2005, Valve Corporation, All rights reserved. ======// // // Purpose: // // $NoKeywords: $ //===========================================================================// #include "BaseVSShader.h" #include "SDK_screenspaceeffect_vs20.inc" #include "SDK_bloom_ps20.inc" BEGIN_VS_SHADER_FLAGS( SDK_Bloom, "Help for SDK_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_TEXTURE_STAGE0, true ); pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE1, true ); int fmt = VERTEX_POSITION; pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0, 0 ); // Pre-cache shaders DECLARE_STATIC_VERTEX_SHADER( sdk_screenspaceeffect_vs20 ); SET_STATIC_VERTEX_SHADER( sdk_screenspaceeffect_vs20 ); DECLARE_STATIC_PIXEL_SHADER( sdk_bloom_ps20 ); SET_STATIC_PIXEL_SHADER( sdk_bloom_ps20 ); } DYNAMIC_STATE { BindTexture( SHADER_TEXTURE_STAGE0, FBTEXTURE, -1 ); BindTexture( SHADER_TEXTURE_STAGE1, BLURTEXTURE, -1 ); DECLARE_DYNAMIC_VERTEX_SHADER( sdk_screenspaceeffect_vs20 ); SET_DYNAMIC_VERTEX_SHADER( sdk_screenspaceeffect_vs20 ); DECLARE_DYNAMIC_PIXEL_SHADER( sdk_bloom_ps20 ); SET_DYNAMIC_PIXEL_SHADER( sdk_bloom_ps20 ); } Draw(); } END_SHADER
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 5821 | Knut Wikstrom |
Added Valve Source code. This is NOT to be commited to other than new code from Valve. |