Counter Strike : Global Offensive Source Code
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//========= 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