Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "treeleaf_ps20.inc"
#include "treeleaf_ps20b.inc"
#include "treeleaf_vs20.inc"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
BEGIN_VS_SHADER_FLAGS( TreeLeaf, "Help for TreeLeaf", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS SHADER_PARAM( LEAFCENTER, SHADER_PARAM_TYPE_VEC3, "[0 0 0]", "Center of leaf cluster for lighting" ) END_SHADER_PARAMS
SHADER_INIT_PARAMS() { }
SHADER_FALLBACK { return 0; }
SHADER_INIT { SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
if ( params[BASETEXTURE]->IsDefined() ) { LoadTexture( BASETEXTURE ); } }
SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableAlphaTest( true ); pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GREATER, 0.5f );
unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL; int numTexCoords = 1; pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 );
bool bFlattenStaticControlFlow = !g_pHardwareConfig->SupportsStaticControlFlow();
DECLARE_STATIC_VERTEX_SHADER( treeleaf_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, true ); SET_STATIC_VERTEX_SHADER_COMBO( FLATTEN_STATIC_CONTROL_FLOW, bFlattenStaticControlFlow ); SET_STATIC_VERTEX_SHADER( treeleaf_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( treeleaf_ps20b ); SET_STATIC_PIXEL_SHADER( treeleaf_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( treeleaf_ps20 ); SET_STATIC_PIXEL_SHADER( treeleaf_ps20 ); }
// we are writing linear values from this shader.
// This is kinda wrong. We are writing linear or gamma depending on "IsHDREnabled" below.
// The COLOR really decides if we are gamma or linear.
pShaderShadow->EnableSRGBWrite( false ); } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_NONE, BASETEXTURE, FRAME );
// We need the view matrix
LoadViewMatrixIntoVertexShaderConstant( VERTEX_SHADER_VIEWMODEL );
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, params[ LEAFCENTER ]->GetVecValue() );
LightState_t lightState = {0, false, false}; pShaderAPI->GetDX9LightState( &lightState );
bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
DECLARE_DYNAMIC_VERTEX_SHADER( treeleaf_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( DYNAMIC_LIGHT, lightState.HasDynamicLight() ); SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT, lightState.m_bStaticLight ? 1 : 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, bUseStaticControlFlow ? 0 : lightState.m_nNumLights ); SET_DYNAMIC_VERTEX_SHADER( treeleaf_vs20 ); } Draw( ); } END_SHADER
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