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