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97
materialsystem/stdshaders/sfm_integercombine.cpp
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97
materialsystem/stdshaders/sfm_integercombine.cpp
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//========= Copyright Valve Corporation, 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 "sfm_combine_vs20.inc"
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#include "sfm_integercombine_ps20.inc"
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#include "sfm_integercombine_ps20b.inc"
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BEGIN_VS_SHADER_FLAGS( sfm_integercombine_shader, "Help for SFM integer HDR combine pass", SHADER_NOT_EDITABLE )
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BEGIN_SHADER_PARAMS
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// Original full resolution texture
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SHADER_PARAM( ORIGINALTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" )
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// Blurred quarter-resolution texture
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SHADER_PARAM( BLURREDTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" )
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// How much bloom gets added in
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SHADER_PARAM( BLOOMAMOUNT, SHADER_PARAM_TYPE_VEC4, "", "" )
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END_SHADER_PARAMS
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SHADER_INIT
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{
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LoadTexture( ORIGINALTEXTURE );
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LoadTexture( BLURREDTEXTURE );
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}
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SHADER_FALLBACK
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{
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// Requires DX9 + above
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if ( g_pHardwareConfig->GetDXSupportLevel() < 90 )
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{
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Assert( 0 );
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return "Wireframe";
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}
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return 0;
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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->EnableDepthTest( false );
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pShaderShadow->EnableAlphaWrites( false );
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pShaderShadow->EnableBlending( false );
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pShaderShadow->EnableCulling( false );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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int fmt = VERTEX_POSITION;
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pShaderShadow->VertexShaderVertexFormat( fmt, 2, 0, 0 ); // Two texture coordinates (first for high res, second for low res)
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DECLARE_STATIC_VERTEX_SHADER( sfm_combine_vs20 );
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SET_STATIC_VERTEX_SHADER( sfm_combine_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( sfm_integercombine_ps20b );
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SET_STATIC_PIXEL_SHADER( sfm_integercombine_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( sfm_integercombine_ps20 );
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SET_STATIC_PIXEL_SHADER( sfm_integercombine_ps20 );
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}
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}
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DYNAMIC_STATE
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{
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BindTexture( SHADER_SAMPLER0, ORIGINALTEXTURE, -1 );
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BindTexture( SHADER_SAMPLER1, BLURREDTEXTURE, -1 );
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SetPixelShaderConstant( 0, BLOOMAMOUNT );
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DECLARE_DYNAMIC_VERTEX_SHADER( sfm_combine_vs20 );
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SET_DYNAMIC_VERTEX_SHADER( sfm_combine_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( sfm_integercombine_ps20b );
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SET_DYNAMIC_PIXEL_SHADER( sfm_integercombine_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( sfm_integercombine_ps20 );
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SET_DYNAMIC_PIXEL_SHADER( sfm_integercombine_ps20 );
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}
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}
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Draw();
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}
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END_SHADER
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