Files
HL2Overcharged/materialsystem/stdshaders/ssao_combine.cpp
2025-05-21 21:20:08 +03:00

76 lines
1.8 KiB
C++

//========= 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