//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============ // // Purpose: Crossroads devtest // // $NoKeywords: $ //============================================================================= #include "BaseVSShader.h" #include "ssao_vs30.inc" #include "ssao_ps30.inc" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" // SHADER PARAMS DEFINED IN SHADER FXC CODE ConVar r_post_draw_ssao_cr_quality( "r_post_draw_ssao_cr_quality", "13"); ConVar r_post_draw_ssao_cr_level( "r_post_draw_ssao_cr_level", "2"); ConVar r_post_draw_ssao_cr_radius( "r_post_draw_ssao_cr_radius", "12"); ConVar r_post_draw_ssao_cr_bias( "r_post_draw_ssao_cr_bias", "0.2"); ConVar r_post_draw_ssao_cr_bias_offset( "r_post_draw_ssao_cr_bias_offset", "0.05"); ConVar r_post_draw_ssao_cr_influence( "r_post_draw_ssao_cr_influence", "0.5"); ConVar r_post_draw_ssao_cr_faramount( "r_post_draw_ssao_cr_faramount", "12"); ConVar r_post_draw_ssao_cr_nearcut( "r_post_draw_ssao_cr_nearcut", "1"); BEGIN_VS_SHADER_FLAGS(SSAO, "Help for SSAO", SHADER_NOT_EDITABLE) BEGIN_SHADER_PARAMS SHADER_PARAM(BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "_rt_FullFrameFB", "Framebuffer") END_SHADER_PARAMS SHADER_INIT_PARAMS() { SET_FLAGS2( MATERIAL_VAR2_NEEDS_FULL_FRAME_BUFFER_TEXTURE ); } SHADER_FALLBACK { return 0; } SHADER_INIT { if( params[BASETEXTURE]->IsDefined() ) { LoadTexture( BASETEXTURE ); } } SHADER_DRAW { SHADOW_STATE { pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 ); pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); bool bForceSRGBReadAndWrite = IsOSX() && g_pHardwareConfig->CanDoSRGBReadFromRTs(); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, bForceSRGBReadAndWrite ); pShaderShadow->EnableSRGBWrite( bForceSRGBReadAndWrite ); DECLARE_STATIC_VERTEX_SHADER( ssao_vs30 ); SET_STATIC_VERTEX_SHADER( ssao_vs30 ); DECLARE_STATIC_PIXEL_SHADER( ssao_ps30 ); SET_STATIC_PIXEL_SHADER( ssao_ps30 ); } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, BASETEXTURE, -1 ); ITexture *src_texture = params[BASETEXTURE]->GetTextureValue(); int width = src_texture->GetActualWidth(); int height = src_texture->GetActualHeight(); float g_TexelSize[2] = { 1.0f / float( width ), 1.0f / float( height ) }; pShaderAPI->SetPixelShaderConstant( 0, g_TexelSize ); DECLARE_DYNAMIC_VERTEX_SHADER(ssao_vs30); SET_DYNAMIC_VERTEX_SHADER(ssao_vs30); DECLARE_DYNAMIC_PIXEL_SHADER(ssao_ps30); SET_DYNAMIC_PIXEL_SHADER(ssao_ps30); float samples = r_post_draw_ssao_cr_quality.GetInt(); float contrast = r_post_draw_ssao_cr_level.GetFloat(); float radius = r_post_draw_ssao_cr_radius.GetFloat(); float bias = r_post_draw_ssao_cr_bias.GetFloat(); float biasoffset = r_post_draw_ssao_cr_bias_offset.GetFloat(); float illuminf = r_post_draw_ssao_cr_influence.GetFloat(); float zfar = r_post_draw_ssao_cr_faramount.GetFloat(); float znear = r_post_draw_ssao_cr_nearcut.GetFloat(); pShaderAPI->SetPixelShaderConstant( 1, &samples ); pShaderAPI->SetPixelShaderConstant( 2, &radius ); pShaderAPI->SetPixelShaderConstant( 3, &bias ); pShaderAPI->SetPixelShaderConstant( 4, &illuminf ); pShaderAPI->SetPixelShaderConstant( 5, &contrast ); pShaderAPI->SetPixelShaderConstant( 6, &znear ); pShaderAPI->SetPixelShaderConstant( 7, &zfar ); pShaderAPI->SetPixelShaderConstant( 8, &biasoffset ); } Draw(); } END_SHADER