text: //========= Copyright Valve Corporation, All rights reserved. ============//
  //
  // Purpose: 
  //
  // $NoKeywords: $
  //=============================================================================
  
  #include "BaseVSShader.h"
  #include "common_hlsl_cpp_consts.h"
  #include "screenspaceeffect_vs20.inc"
  #include "accumbuff4sample_ps20.inc"
  #include "accumbuff4sample_ps20b.inc"
  #include "convar.h"
  
  BEGIN_VS_SHADER_FLAGS( accumbuff4sample, "Help for AccumBuff4Sample", SHADER_NOT_EDITABLE )
  	BEGIN_SHADER_PARAMS
  
  		// Four textures to sample
  		SHADER_PARAM( TEXTURE0, SHADER_PARAM_TYPE_TEXTURE, "", "" )
  		SHADER_PARAM( TEXTURE1, SHADER_PARAM_TYPE_TEXTURE, "", "" )
  		SHADER_PARAM( TEXTURE2, SHADER_PARAM_TYPE_TEXTURE, "", "" )
  		SHADER_PARAM( TEXTURE3, SHADER_PARAM_TYPE_TEXTURE, "", "" )
  
  		// Corresponding weights for the four input textures
  		SHADER_PARAM( WEIGHTS, SHADER_PARAM_TYPE_VEC4, "", "Weight for Samples" )
  
  	END_SHADER_PARAMS
  
  	SHADER_INIT
  	{
  		LoadTexture( TEXTURE0 );
  		LoadTexture( TEXTURE1 );
  		LoadTexture( TEXTURE2 );
  		LoadTexture( TEXTURE3 );
  	}
  	
  	SHADER_FALLBACK
  	{
  		// Requires DX9 + above
  		if (!g_pHardwareConfig->SupportsVertexAndPixelShaders())
  		{
  			Assert( 0 );
  			return "Wireframe";
  		}
  		return 0;
  	}
  
  	SHADER_DRAW
  	{
  		SHADOW_STATE
  		{
  			pShaderShadow->EnableDepthWrites( false );
  			pShaderShadow->EnableDepthTest( false );
  			pShaderShadow->EnableAlphaWrites( false );
  			pShaderShadow->EnableBlending( false );
  			pShaderShadow->EnableCulling( false );
  //			pShaderShadow->PolyMode( SHADER_POLYMODEFACE_FRONT_AND_BACK, SHADER_POLYMODE_LINE );
  
  			pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
  			pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
  			pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
  			pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
  			int fmt = VERTEX_POSITION;
  			pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
  
  			// Render targets are pegged as sRGB on OSX togl, so just force these reads and writes
  			bool bForceSRGBReadAndWrite = IsOSX() && g_pHardwareConfig->CanDoSRGBReadFromRTs();
  			pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, bForceSRGBReadAndWrite );
  			pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, bForceSRGBReadAndWrite );
  			pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, bForceSRGBReadAndWrite );
  			pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, bForceSRGBReadAndWrite );
  			pShaderShadow->EnableSRGBWrite( bForceSRGBReadAndWrite );
  
  			DECLARE_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 );
  			SET_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 );
  			
  			if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
  			{
  				DECLARE_STATIC_PIXEL_SHADER( accumbuff4sample_ps20b );
  				SET_STATIC_PIXEL_SHADER( accumbuff4sample_ps20b );
  			}
  			else
  			{
  				DECLARE_STATIC_PIXEL_SHADER( accumbuff4sample_ps20 );
  				SET_STATIC_PIXEL_SHADER( accumbuff4sample_ps20 );
  			}
  		}
  
  		DYNAMIC_STATE
  		{
  			BindTexture( SHADER_SAMPLER0, TEXTURE0, -1 );
  			BindTexture( SHADER_SAMPLER1, TEXTURE1, -1 );
  			BindTexture( SHADER_SAMPLER2, TEXTURE2, -1 );
  			BindTexture( SHADER_SAMPLER3, TEXTURE3, -1 );
  
  			SetPixelShaderConstant( 0, WEIGHTS );
  
  			DECLARE_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 );
  			SET_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 );
  
  			if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
  			{
  				DECLARE_DYNAMIC_PIXEL_SHADER( accumbuff4sample_ps20b );
  				SET_DYNAMIC_PIXEL_SHADER( accumbuff4sample_ps20b );
  			}
  			else
  			{
  				DECLARE_DYNAMIC_PIXEL_SHADER( accumbuff4sample_ps20 );
  				SET_DYNAMIC_PIXEL_SHADER( accumbuff4sample_ps20 );
  			}
  		}
  		Draw();
  	}
  END_SHADER
  