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2025-05-21 21:20:08 +03:00

105 lines
3.4 KiB
C++

//========= 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