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 "floattoscreen_ps20.inc"
#include "floattoscreen_ps20b.inc"
#include "convar.h"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
BEGIN_VS_SHADER_FLAGS( floattoscreen, "Help for floattoscreen", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS
SHADER_PARAM( FBTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" )
SHADER_PARAM( PIXSHADER, SHADER_PARAM_TYPE_STRING, "floattoscreen_ps20", "Name of the pixel shader to use" )
END_SHADER_PARAMS
SHADER_INIT
{
if( params[FBTEXTURE]->IsDefined() )
{
LoadTexture( FBTEXTURE );
}
}
SHADER_FALLBACK
{
return 0;
}
SHADER_DRAW
{
SHADOW_STATE
{
pShaderShadow->EnableDepthWrites( false );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
int fmt = VERTEX_POSITION;
pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
// convert from linear to gamma on write.
if ( !IsX360() ) // The 360 is using this shader when it shouldn't...this is just a quick hack to keep things looking right on the 360
{
pShaderShadow->EnableSRGBWrite( true );
}
// Pre-cache shaders
DECLARE_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 );
SET_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 );
// DECLARE_STATIC_PIXEL_SHADER( floattoscreen_ps20 );
// SET_STATIC_PIXEL_SHADER( floattoscreen_ps20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
const char *szPixelShader = params[PIXSHADER]->GetStringValue();
size_t iLength = Q_strlen( szPixelShader );
if( (iLength > 5) && (Q_stricmp( &szPixelShader[iLength - 5], "_ps20" ) == 0) ) //detect if it's trying to load a ps20 shader
{
//replace it with the ps20b shader
char *szNewName = (char *)stackalloc( sizeof( char ) * (iLength + 2) );
memcpy( szNewName, szPixelShader, sizeof( char ) * iLength );
szNewName[iLength] = 'b';
szNewName[iLength + 1] = '\0';
pShaderShadow->SetPixelShader( szNewName, 0 );
}
else
{
pShaderShadow->SetPixelShader( params[PIXSHADER]->GetStringValue(), 0 );
}
}
else
{
pShaderShadow->SetPixelShader( params[PIXSHADER]->GetStringValue(), 0 );
}
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_NONE, FBTEXTURE, -1 );
DECLARE_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 );
SET_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 );
// DECLARE_DYNAMIC_PIXEL_SHADER( floattoscreen_ps20 );
// SET_DYNAMIC_PIXEL_SHADER( floattoscreen_ps20 );
pShaderAPI->SetPixelShaderIndex( 0 );
}
Draw();
}
END_SHADER