mirror of
https://github.com/Gigaslav/HL2Overcharged.git
synced 2026-01-01 09:48:38 +03:00
76 lines
1.8 KiB
C++
76 lines
1.8 KiB
C++
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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#include "BaseVSShader.h"
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#include "ssao_combine_vs30.inc"
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#include "ssao_combine_ps30.inc"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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BEGIN_VS_SHADER_FLAGS( SSAOCOMBINE, "Help for SSAO Combine", SHADER_NOT_EDITABLE )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( SSAOTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "_rt_SSAO", "SSAO" )
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SHADER_PARAM( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "_rt_FullFrameFB", "Framebuffer" )
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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SET_FLAGS2( MATERIAL_VAR2_NEEDS_FULL_FRAME_BUFFER_TEXTURE );
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}
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SHADER_FALLBACK
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{
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return 0;
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}
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SHADER_INIT
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{
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if( params[SSAOTEXTURE]->IsDefined() )
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{
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LoadTexture( SSAOTEXTURE );
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}
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if( params[BASETEXTURE]->IsDefined() )
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{
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LoadTexture( BASETEXTURE );
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}
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}
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SHADER_DRAW
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{
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SHADOW_STATE
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{
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pShaderShadow->EnableDepthWrites( false );
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pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 );
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DECLARE_STATIC_VERTEX_SHADER(ssao_combine_vs30);
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SET_STATIC_VERTEX_SHADER( ssao_combine_vs30 );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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DECLARE_STATIC_PIXEL_SHADER( ssao_combine_ps30 );
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SET_STATIC_PIXEL_SHADER( ssao_combine_ps30 );
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}
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DYNAMIC_STATE
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{
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BindTexture( SHADER_SAMPLER0, SSAOTEXTURE, -1 );
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BindTexture( SHADER_SAMPLER1, BASETEXTURE, -1 );
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DECLARE_DYNAMIC_VERTEX_SHADER( ssao_combine_vs30 );
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SET_DYNAMIC_VERTEX_SHADER( ssao_combine_vs30 );
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DECLARE_DYNAMIC_PIXEL_SHADER( ssao_combine_ps30 );
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SET_DYNAMIC_PIXEL_SHADER( ssao_combine_ps30 );
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}
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Draw();
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}
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END_SHADER |