//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============ // // Purpose: // // $NoKeywords: $ //============================================================================= #include "BaseVSShader.h" #include "ssao_combine_vs30.inc" #include "ssao_combine_ps30.inc" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" BEGIN_VS_SHADER_FLAGS( SSAOCOMBINE, "Help for SSAO Combine", SHADER_NOT_EDITABLE ) BEGIN_SHADER_PARAMS SHADER_PARAM( SSAOTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "_rt_SSAO", "SSAO" ) 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[SSAOTEXTURE]->IsDefined() ) { LoadTexture( SSAOTEXTURE ); } if( params[BASETEXTURE]->IsDefined() ) { LoadTexture( BASETEXTURE ); } } SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableDepthWrites( false ); pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 ); DECLARE_STATIC_VERTEX_SHADER(ssao_combine_vs30); SET_STATIC_VERTEX_SHADER( ssao_combine_vs30 ); pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); DECLARE_STATIC_PIXEL_SHADER( ssao_combine_ps30 ); SET_STATIC_PIXEL_SHADER( ssao_combine_ps30 ); } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, SSAOTEXTURE, -1 ); BindTexture( SHADER_SAMPLER1, BASETEXTURE, -1 ); DECLARE_DYNAMIC_VERTEX_SHADER( ssao_combine_vs30 ); SET_DYNAMIC_VERTEX_SHADER( ssao_combine_vs30 ); DECLARE_DYNAMIC_PIXEL_SHADER( ssao_combine_ps30 ); SET_DYNAMIC_PIXEL_SHADER( ssao_combine_ps30 ); } Draw(); } END_SHADER