Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2009, Valve Corporation, All rights reserved. ============//
//
//=====================================================================================//
#include "BaseVSShader.h"
#include "black_vs20.inc"
#include "black_ps20.inc"
#include "black_ps20b.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
BEGIN_VS_SHADER( Black, "Help for Black" ) BEGIN_SHADER_PARAMS END_SHADER_PARAMS
SHADER_INIT_PARAMS() { SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); SET_FLAGS( MATERIAL_VAR_VERTEXFOG ); }
SHADER_FALLBACK { return 0; }
SHADER_INIT { }
SHADER_DRAW { SHADOW_STATE { // Set stream format (note that this shader supports compression)
int flags = VERTEX_POSITION | VERTEX_FORMAT_COMPRESSED; // NOTE: Have to say that we want 1 texcoord here even though we don't use it or you'll get this Warning in another part of the code:
// "ERROR: shader asking for a too-narrow vertex format - you will see errors if running with debug D3D DLLs!\n\tPadding the vertex format with extra texcoords"
int nTexCoordCount = 1; int userDataSize = 0; pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
DECLARE_STATIC_VERTEX_SHADER( black_vs20 ); SET_STATIC_VERTEX_SHADER( black_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( black_ps20b ); SET_STATIC_PIXEL_SHADER( black_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( black_ps20 ); SET_STATIC_PIXEL_SHADER( black_ps20 ); }
pShaderShadow->EnableSRGBWrite( true );
FogToFogColor(); } DYNAMIC_STATE { DECLARE_DYNAMIC_VERTEX_SHADER( black_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, s_pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER( black_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( black_ps20b ); SET_DYNAMIC_PIXEL_SHADER( black_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( black_ps20 ); SET_DYNAMIC_PIXEL_SHADER( black_ps20 ); } unsigned char gammaFogColor[3]; pShaderAPI->GetSceneFogColor( gammaFogColor );
Vector4D fogColorPostTonemapLinearSpace; float flToneMappingScaleLinear = pShaderAPI->GetToneMappingScaleLinear().x; fogColorPostTonemapLinearSpace.x = flToneMappingScaleLinear * SrgbGammaToLinear( ( 1.0f / 255.0f ) * gammaFogColor[0] ); fogColorPostTonemapLinearSpace.y = flToneMappingScaleLinear * SrgbGammaToLinear( ( 1.0f / 255.0f ) * gammaFogColor[1] ); fogColorPostTonemapLinearSpace.z = flToneMappingScaleLinear * SrgbGammaToLinear( ( 1.0f / 255.0f ) * gammaFogColor[2] ); fogColorPostTonemapLinearSpace.w = 1.0f; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, fogColorPostTonemapLinearSpace.Base() ); } Draw(); }
END_SHADER
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