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105 lines
3.6 KiB
105 lines
3.6 KiB
//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "BaseVSShader.h"
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#include "screenspaceeffect_vs20.inc"
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#include "IntroScreenSpaceEffect_ps20.inc"
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#include "IntroScreenSpaceEffect_ps20b.inc"
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// NOTE: This has to be the last file included!
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#include "tier0/memdbgon.h"
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BEGIN_VS_SHADER_FLAGS( IntroScreenSpaceEffect, "Help for IntroScreenSpaceEffect", SHADER_NOT_EDITABLE )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( MODE, SHADER_PARAM_TYPE_INTEGER, "0", "" )
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SHADER_PARAM( ENABLESRGB, SHADER_PARAM_TYPE_BOOL, "0", "" )
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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SET_FLAGS2( MATERIAL_VAR2_NEEDS_FULL_FRAME_BUFFER_TEXTURE );
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if ( !params[ENABLESRGB]->IsDefined() )
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{
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params[ENABLESRGB]->SetIntValue( 0 );
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}
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}
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SHADER_INIT
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{
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}
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SHADER_FALLBACK
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{
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return 0;
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}
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SHADER_DRAW
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{
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SHADOW_STATE
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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// 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.
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if ( params[ENABLESRGB]->GetIntValue() || IsOSX() )
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{
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true );
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pShaderShadow->EnableSRGBWrite( true );
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}
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// Only need the adapter if the shader expects sRGB values and we're forced to do an sRGB read by the API/Hardware
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bool bNeedsSRGBAdapter = ( params[ENABLESRGB]->GetIntValue() == 0 ) && IsOSX() && !g_pHardwareConfig->FakeSRGBWrite() && g_pHardwareConfig->CanDoSRGBReadFromRTs();
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pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 );
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DECLARE_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 );
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SET_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 );
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if ( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() ) // GL always goes the ps2b way for this shader, even on "ps20" parts
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{
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DECLARE_STATIC_PIXEL_SHADER( introscreenspaceeffect_ps20b );
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SET_STATIC_PIXEL_SHADER_COMBO( LINEAR_TO_SRGB, bNeedsSRGBAdapter );
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SET_STATIC_PIXEL_SHADER( introscreenspaceeffect_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( introscreenspaceeffect_ps20 );
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SET_STATIC_PIXEL_SHADER( introscreenspaceeffect_ps20 );
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}
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pShaderShadow->EnableBlending( true );
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pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE );
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}
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DYNAMIC_STATE
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{
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_SRGBREAD, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 );
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_BINDFLAGS_SRGBREAD, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_1 );
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DECLARE_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 );
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SET_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 );
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if ( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() ) // GL always goes the ps2b way for this shader, even on "ps20" parts
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( introscreenspaceeffect_ps20b );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( MODE, params[MODE]->GetIntValue() );
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SET_DYNAMIC_PIXEL_SHADER( introscreenspaceeffect_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( introscreenspaceeffect_ps20 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( MODE, params[MODE]->GetIntValue() );
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SET_DYNAMIC_PIXEL_SHADER( introscreenspaceeffect_ps20 );
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}
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SetPixelShaderConstant( 0, ALPHA );
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}
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Draw();
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}
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END_SHADER
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