You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
164 lines
4.1 KiB
164 lines
4.1 KiB
//========= 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 "character_ssao_vs20.inc"
|
|
#include "character_ssao_vs30.inc"
|
|
#include "character_ssao_ps20.inc"
|
|
#include "character_ssao_ps20b.inc"
|
|
#include "character_ssao_ps30.inc"
|
|
#include "shaderlib/commandbuilder.h"
|
|
|
|
// NOTE: This has to be the last file included!
|
|
#include "tier0/memdbgon.h"
|
|
|
|
// this shader processes a screen-space normal + depth prepass into screen-space AO for later reference
|
|
|
|
#define NOISE_SAMPLE 0
|
|
|
|
BEGIN_VS_SHADER( CharacterSSAO, "Help for CharacterSSAO" )
|
|
|
|
BEGIN_SHADER_PARAMS
|
|
|
|
#ifdef NOISE_SAMPLE
|
|
SHADER_PARAM( NOISEMAP, SHADER_PARAM_TYPE_TEXTURE, "", "" )
|
|
#endif
|
|
|
|
END_SHADER_PARAMS
|
|
|
|
SHADER_INIT_PARAMS()
|
|
{
|
|
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_UNLIT );
|
|
}
|
|
|
|
SHADER_FALLBACK
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
SHADER_INIT
|
|
{
|
|
if( params[BASETEXTURE]->IsDefined() )
|
|
{
|
|
LoadTexture( BASETEXTURE, 0 );
|
|
}
|
|
#ifdef NOISE_SAMPLE
|
|
if( params[NOISEMAP]->IsDefined() )
|
|
{
|
|
LoadTexture( NOISEMAP, 0 );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
inline void DrawCharacterSSAO( IMaterialVar **params, IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI, int vertexCompression )
|
|
{
|
|
SHADOW_STATE
|
|
{
|
|
SetInitialShadowState( );
|
|
|
|
if( params[BASETEXTURE]->IsDefined() )
|
|
{
|
|
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
|
|
}
|
|
|
|
#ifdef NOISE_SAMPLE
|
|
if( params[NOISEMAP]->IsDefined() )
|
|
{
|
|
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
|
|
}
|
|
#endif
|
|
|
|
unsigned int flags = VERTEX_POSITION;
|
|
int nTexCoordCount = 1;
|
|
int userDataSize = 0;
|
|
pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
|
|
|
|
DECLARE_STATIC_VERTEX_SHADER( character_ssao_vs20 );
|
|
SET_STATIC_VERTEX_SHADER( character_ssao_vs20 );
|
|
|
|
if( g_pHardwareConfig->SupportsPixelShaders_3_0() )
|
|
{
|
|
DECLARE_STATIC_PIXEL_SHADER( character_ssao_ps30 );
|
|
SET_STATIC_PIXEL_SHADER_COMBO( QUALITY_MODE, 2 );
|
|
SET_STATIC_PIXEL_SHADER( character_ssao_ps30 );
|
|
}
|
|
else if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
|
|
{
|
|
DECLARE_STATIC_PIXEL_SHADER( character_ssao_ps20b );
|
|
SET_STATIC_PIXEL_SHADER_COMBO( QUALITY_MODE, 1 );
|
|
SET_STATIC_PIXEL_SHADER( character_ssao_ps20b );
|
|
}
|
|
else
|
|
{
|
|
DECLARE_STATIC_PIXEL_SHADER( character_ssao_ps20 );
|
|
SET_STATIC_PIXEL_SHADER_COMBO( QUALITY_MODE, 0 );
|
|
SET_STATIC_PIXEL_SHADER( character_ssao_ps20 );
|
|
}
|
|
|
|
pShaderShadow->EnableAlphaWrites( false );
|
|
pShaderShadow->EnableDepthWrites( false );
|
|
pShaderShadow->EnableSRGBWrite( false );
|
|
|
|
#ifdef NOISE_SAMPLE
|
|
EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
|
|
pShaderShadow->EnableBlending( true );
|
|
#else
|
|
pShaderShadow->EnableBlending( false );
|
|
#endif
|
|
|
|
}
|
|
DYNAMIC_STATE
|
|
{
|
|
pShaderAPI->SetDefaultState();
|
|
|
|
if( params[BASETEXTURE]->IsDefined() )
|
|
{
|
|
BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_NONE, BASETEXTURE, -1 );
|
|
}
|
|
|
|
#ifdef NOISE_SAMPLE
|
|
if( params[NOISEMAP]->IsDefined() )
|
|
{
|
|
BindTexture( SHADER_SAMPLER1, TEXTURE_BINDFLAGS_NONE, NOISEMAP, -1 );
|
|
}
|
|
#endif
|
|
|
|
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
|
|
|
|
#ifdef NOISE_SAMPLE
|
|
float c0[4] = { fmod( pShaderAPI->CurrentTime(), 1.0f ) * 14.54321f, fmod( pShaderAPI->CurrentTime(), 1.0f ) * 16.12345f, 0, 0 };
|
|
pShaderAPI->SetPixelShaderConstant( 0, c0, 1 );
|
|
#endif
|
|
|
|
DECLARE_DYNAMIC_VERTEX_SHADER( character_ssao_vs20 );
|
|
SET_DYNAMIC_VERTEX_SHADER( character_ssao_vs20 );
|
|
|
|
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
|
|
{
|
|
DECLARE_DYNAMIC_PIXEL_SHADER( character_ssao_ps20b );
|
|
SET_DYNAMIC_PIXEL_SHADER( character_ssao_ps20b );
|
|
}
|
|
else
|
|
{
|
|
DECLARE_DYNAMIC_PIXEL_SHADER( character_ssao_ps20 );
|
|
SET_DYNAMIC_PIXEL_SHADER( character_ssao_ps20 );
|
|
}
|
|
}
|
|
Draw();
|
|
}
|
|
|
|
SHADER_DRAW
|
|
{
|
|
DrawCharacterSSAO( params, pShaderShadow, pShaderAPI, vertexCompression );
|
|
}
|
|
END_SHADER
|
|
|
|
|