//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #include "BaseVSShader.h" #include "screenspaceeffect_vs20.inc" #include "IntroScreenSpaceEffect_ps20.inc" #include "IntroScreenSpaceEffect_ps20b.inc" // NOTE: This has to be the last file included! #include "tier0/memdbgon.h" 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 { return 0; } SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // On OSX OpenGL, 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_BINDFLAGS_SRGBREAD, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 ); pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_BINDFLAGS_SRGBREAD, 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() ) // GL 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