Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "screenspaceeffect_vs20.inc"
#include "floattoscreen_vanilla_ps20.inc"
#include "floattoscreen_vanilla_ps20b.inc"
#include "floattoscreen_ps20.inc"
#include "floattoscreen_ps20b.inc"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
BEGIN_VS_SHADER_FLAGS( floattoscreen_vanilla, "Help for floattoscreen_vanilla", SHADER_NOT_EDITABLE ) BEGIN_SHADER_PARAMS SHADER_PARAM( FBTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" ) END_SHADER_PARAMS
SHADER_INIT { if( params[FBTEXTURE]->IsDefined() ) { LoadTexture( FBTEXTURE ); } } SHADER_FALLBACK { return 0; }
SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableDepthWrites( false );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); int fmt = VERTEX_POSITION; pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
// convert from linear to gamma on write.
pShaderShadow->EnableSRGBWrite( true );
// Pre-cache shaders
DECLARE_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 ); SET_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( floattoscreen_ps20b ); SET_STATIC_PIXEL_SHADER( floattoscreen_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( floattoscreen_ps20 ); SET_STATIC_PIXEL_SHADER( floattoscreen_ps20 ); } }
DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_NONE, FBTEXTURE, -1 ); DECLARE_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 ); SET_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( floattoscreen_vanilla_ps20b ); SET_DYNAMIC_PIXEL_SHADER( floattoscreen_vanilla_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( floattoscreen_vanilla_ps20 ); SET_DYNAMIC_PIXEL_SHADER( floattoscreen_vanilla_ps20 ); } } Draw(); } END_SHADER
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