text: //========= Copyright Valve Corporation, All rights reserved. ============//
  //
  // Purpose: 
  //
  // $NoKeywords: $
  //=============================================================================//
  
  #include "BaseVSShader.h"
  
  #include "screenspaceeffect_vs20.inc"
  #include "IntroScreenSpaceEffect_ps20.inc"
  #include "IntroScreenSpaceEffect_ps20b.inc"
  
  BEGIN_VS_SHADER_FLAGS( IntroScreenSpaceEffect, "Help for IntroScreenSpaceEffect", SHADER_NOT_EDITABLE )
  	BEGIN_SHADER_PARAMS
  		SHADER_PARAM( MODE, SHADER_PARAM_TYPE_INTEGER, "0", "" )
  		SHADER_PARAM( ENABLESRGB, SHADER_PARAM_TYPE_BOOL, "0", "" )
  	END_SHADER_PARAMS
  
  	SHADER_INIT_PARAMS()
  	{
  		SET_FLAGS2( MATERIAL_VAR2_NEEDS_FULL_FRAME_BUFFER_TEXTURE );
  
  		if ( !params[ENABLESRGB]->IsDefined() )
  		{
  			params[ENABLESRGB]->SetIntValue( 0 );
  		}
  	}
  
  	SHADER_INIT
  	{
  	}
  	
  	SHADER_FALLBACK
  	{
  		// Requires DX9 + above
  		if ( IsWindows() && ( g_pHardwareConfig->GetDXSupportLevel() < 90 || g_pHardwareConfig->PreferReducedFillrate() ) )
  			return "IntroScreenSpaceEffect_dx80";
  		return 0;
  	}
  
  	SHADER_DRAW
  	{
  		SHADOW_STATE
  		{
  			pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
  			pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
  
  			// On OpenGL OSX, we MUST do sRGB reads from the bloom and full framebuffer textures AND sRGB writes on the way out to the framebuffer.
  			if ( params[ENABLESRGB]->GetIntValue() || IsOSX() )
  			{
  				pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
  				pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true );
  				pShaderShadow->EnableSRGBWrite( true );
  			}
  
  			// Only need the adapter if the shader expects sRGB values and we're forced to do an sRGB read by the API/Hardware
  			bool bNeedsSRGBAdapter = ( params[ENABLESRGB]->GetIntValue() == 0 ) && IsOSX() && !g_pHardwareConfig->FakeSRGBWrite() && g_pHardwareConfig->CanDoSRGBReadFromRTs();
  
  			pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 );
  
  			DECLARE_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 );
  			SET_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 );
  			
  			if ( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() ) // GL always goes the ps2b way for this shader, even on "ps20" parts
  			{
  				DECLARE_STATIC_PIXEL_SHADER( introscreenspaceeffect_ps20b );
  				SET_STATIC_PIXEL_SHADER_COMBO( LINEAR_TO_SRGB, bNeedsSRGBAdapter );
  				SET_STATIC_PIXEL_SHADER( introscreenspaceeffect_ps20b );
  			}
  			else
  			{
  				DECLARE_STATIC_PIXEL_SHADER( introscreenspaceeffect_ps20 );
  				SET_STATIC_PIXEL_SHADER( introscreenspaceeffect_ps20 );
  			}
  
  			pShaderShadow->EnableBlending( true );
  			pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE );
  		}
  		DYNAMIC_STATE
  		{
  			pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 );
  			pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_1 );
  			DECLARE_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 );
  			SET_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 );
  
  			if ( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() ) // Posix always goes the ps2b way for this shader, even on "ps20" parts
  			{
  				DECLARE_DYNAMIC_PIXEL_SHADER( introscreenspaceeffect_ps20b );
  				SET_DYNAMIC_PIXEL_SHADER_COMBO( MODE, params[MODE]->GetIntValue() );
  				SET_DYNAMIC_PIXEL_SHADER( introscreenspaceeffect_ps20b );
  			}
  			else
  			{
  				DECLARE_DYNAMIC_PIXEL_SHADER( introscreenspaceeffect_ps20 );
  				SET_DYNAMIC_PIXEL_SHADER_COMBO( MODE, params[MODE]->GetIntValue() );
  				SET_DYNAMIC_PIXEL_SHADER( introscreenspaceeffect_ps20 );
  			}
  
  			SetPixelShaderConstant( 0, ALPHA );
  		}
  		Draw();
  	}
  END_SHADER
  