Counter Strike : Global Offensive Source Code
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//========= Copyright (c) 1996-2006, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "cpp_shader_constant_register_map.h"
#include "bik_ps20.inc"
#include "bik_ps20b.inc"
#include "bik_vs20.inc"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
BEGIN_VS_SHADER( Bik, "Help for Bik" )
BEGIN_SHADER_PARAMS
SHADER_PARAM( YTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Y Bink Texture" )
// re-enable this if we want alpha blending
// SHADER_PARAM( ATEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "A Bink Texture" )
SHADER_PARAM( CRTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Cr Bink Texture" )
SHADER_PARAM( CBTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Cb Bink Texture" )
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
}
SHADER_FALLBACK
{
return 0;
}
SHADER_INIT
{
if ( params[YTEXTURE]->IsDefined() )
{
LoadTexture( YTEXTURE );
}
// if ( params[ATEXTURE]->IsDefined() )
// {
// LoadTexture( ATEXTURE );
// }
if ( params[CRTEXTURE]->IsDefined() )
{
LoadTexture( CRTEXTURE );
}
if ( params[CBTEXTURE]->IsDefined() )
{
LoadTexture( CBTEXTURE );
}
}
SHADER_DRAW
{
SHADOW_STATE
{
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
// pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
unsigned int flags = VERTEX_POSITION | VERTEX_COLOR;
bool bHasVertexAlpha = IS_FLAG_SET( MATERIAL_VAR_VERTEXALPHA );
int numTexCoords = 1;
pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 );
DECLARE_STATIC_VERTEX_SHADER( bik_vs20 );
SET_STATIC_VERTEX_SHADER( bik_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( bik_ps20b );
SET_STATIC_PIXEL_SHADER_COMBO( VERTEXALPHA, bHasVertexAlpha );
SET_STATIC_PIXEL_SHADER( bik_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( bik_ps20 );
SET_STATIC_PIXEL_SHADER_COMBO( VERTEXALPHA, bHasVertexAlpha );
SET_STATIC_PIXEL_SHADER( bik_ps20 );
}
// The 360 needs an sRGB write, but NOT an sRGB read!
// Commenting this out because we're not using PWL textures on X360 for Portal2. Also see the disabled shader sRGB read in bik_ps2x.fxc.
//if ( IsX360() )
// pShaderShadow->EnableSRGBWrite( true );
//else
pShaderShadow->EnableSRGBWrite( false );
if ( bHasVertexAlpha )
{
EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
}
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_NONE, YTEXTURE, FRAME );
BindTexture( SHADER_SAMPLER1, TEXTURE_BINDFLAGS_NONE, CRTEXTURE, FRAME );
BindTexture( SHADER_SAMPLER2, TEXTURE_BINDFLAGS_NONE, CBTEXTURE, FRAME );
// BindTexture( SHADER_SAMPLER3, ATEXTURE, FRAME );
// We need the view matrix
LoadViewMatrixIntoVertexShaderConstant( VERTEX_SHADER_VIEWMODEL );
DECLARE_DYNAMIC_VERTEX_SHADER( bik_vs20 );
SET_DYNAMIC_VERTEX_SHADER( bik_vs20 );
pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
float vEyePos_SpecExponent[4];
pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent );
vEyePos_SpecExponent[3] = 0.0f;
pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( bik_ps20b );
SET_DYNAMIC_PIXEL_SHADER( bik_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( bik_ps20 );
SET_DYNAMIC_PIXEL_SHADER( bik_ps20 );
}
}
Draw( );
}
END_SHADER