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//========= Copyright (c) Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "mathlib/vmatrix.h"
#include "common_hlsl_cpp_consts.h" // hack hack hack!
#include "convar.h"
#include "unlitworld_screensample_vs20.inc"
#include "unlitworld_screensample_ps20.inc"
#include "unlitworld_screensample_ps20b.inc"
#include "shaderlib/commandbuilder.h"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
BEGIN_VS_SHADER( UnLitWorld_ScreenSample, "Help for UnLitWorld_ScreenSample" )
BEGIN_SHADER_PARAMS
//always required
SHADER_PARAM( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" )
END_SHADER_PARAMS
SHADER_INIT_PARAMS() { SET_PARAM_STRING_IF_NOT_DEFINED( BASETEXTURE, "Dev/flat_normal" ); SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); }
SHADER_FALLBACK { return 0; }
SHADER_INIT { if ( params[BASETEXTURE]->IsDefined() ) { LoadTexture( BASETEXTURE ); } }
inline void DrawUnLitWorld_ScreenSample( IMaterialVar **params, IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI, int vertexCompression ) { SHADOW_STATE { SetInitialShadowState( );
if ( params[BASETEXTURE]->IsDefined() ) { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); }
if ( IS_FLAG_SET(MATERIAL_VAR_ADDITIVE) ) { EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); } else { EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); }
//pShaderShadow->EnableBlending( true );
//pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
//pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_ALWAYS, 0.0f );
/*
BlendFunc( SHADER_BLEND_ZERO, SHADER_BLEND_ZERO ); BlendOp( SHADER_BLEND_OP_ADD ); EnableBlendingSeparateAlpha( false ); BlendFuncSeparateAlpha( SHADER_BLEND_ZERO, SHADER_BLEND_ZERO ); BlendOpSeparateAlpha( SHADER_BLEND_OP_ADD ); AlphaFunc( SHADER_ALPHAFUNC_GEQUAL, 0.7f ); */
unsigned int flags = VERTEX_POSITION| VERTEX_FORMAT_COMPRESSED; flags |= VERTEX_NORMAL;
int nTexCoordCount = 1; int userDataSize = 0; if (IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR )) { flags |= VERTEX_COLOR; } pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize ); DECLARE_STATIC_VERTEX_SHADER( unlitworld_screensample_vs20 ); SET_STATIC_VERTEX_SHADER( unlitworld_screensample_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( unlitworld_screensample_ps20b ); SET_STATIC_PIXEL_SHADER( unlitworld_screensample_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( unlitworld_screensample_ps20 ); SET_STATIC_PIXEL_SHADER( unlitworld_screensample_ps20 ); } //pShaderShadow->EnableAlphaWrites( true );
//pShaderShadow->EnableDepthWrites( true );
pShaderShadow->EnableSRGBWrite( true ); pShaderShadow->EnableBlending( true ); //pShaderShadow->EnableAlphaTest( true );
PI_BeginCommandBuffer(); PI_SetModulationPixelShaderDynamicState_LinearColorSpace( 1 ); PI_EndCommandBuffer();
} DYNAMIC_STATE { pShaderAPI->SetDefaultState();
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
if ( params[BASETEXTURE]->IsDefined() ) { BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_SRGBREAD, BASETEXTURE, -1 ); }
// Get viewport and render target dimensions and set shader constant to do a 2D mad
int nViewportX, nViewportY, nViewportWidth, nViewportHeight; pShaderAPI->GetCurrentViewport( nViewportX, nViewportY, nViewportWidth, nViewportHeight );
int nRtWidth, nRtHeight; pShaderAPI->GetCurrentRenderTargetDimensions( nRtWidth, nRtHeight );
// Compute viewport mad that takes projection space coords (post divide by W) into normalized screenspace, taking into account the currently set viewport.
float vViewportMad[4]; vViewportMad[0] = .5f * ( ( float )nViewportWidth / ( float )nRtWidth ); vViewportMad[1] = -.5f * ( ( float )nViewportHeight / ( float )nRtHeight ); vViewportMad[2] = vViewportMad[0] + ( ( float )nViewportX / ( float )nRtWidth ); vViewportMad[3] = -vViewportMad[1] + ( ( float )nViewportY / ( float )nRtHeight ); pShaderAPI->SetPixelShaderConstant( 17, vViewportMad, 1 );
float c18[4]; pShaderAPI->GetWorldSpaceCameraPosition( c18 ); c18[3] = 0; pShaderAPI->SetPixelShaderConstant( 18, c18, 1 );
float c0[4] = { 1.0f / (float)MAX(nViewportWidth, 1.0f) , // one X pixel in normalized 0..1 screenspace
1.0f / (float)MAX(nViewportHeight, 1.0f) , // one Y pixel in normalized 0..1 screenspace
0, 0 }; pShaderAPI->SetPixelShaderConstant( 0, c0, 1 );
DECLARE_DYNAMIC_VERTEX_SHADER( unlitworld_screensample_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( unlitworld_screensample_vs20 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( unlitworld_screensample_ps20b ); SET_DYNAMIC_PIXEL_SHADER( unlitworld_screensample_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( unlitworld_screensample_ps20 ); SET_DYNAMIC_PIXEL_SHADER( unlitworld_screensample_ps20 ); }
} Draw(); }
SHADER_DRAW { DrawUnLitWorld_ScreenSample( params, pShaderShadow, pShaderAPI, vertexCompression ); }
//void ExecuteFastPath( int *dynVSIdx, int *dynPSIdx, IMaterialVar** params, IShaderDynamicAPI * pShaderAPI,
// VertexCompressionType_t vertexCompression, CBasePerMaterialContextData **pContextDataPtr, BOOL bCSMEnabled )
//{
// DrawUnLitWorld_ScreenSample( params, pShaderShadow, pShaderAPI, vertexCompression );
//}
bool IsTranslucent( IMaterialVar **params ) const { return false; }
END_SHADER
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