Counter Strike : Global Offensive Source Code
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//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//===========================================================================//
#include "BaseVSShader.h"
#include "worldvertexalpha_ps20.inc"
#include "worldvertexalpha_ps20b.inc"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
BEGIN_VS_SHADER( WorldVertexAlpha, "Help for WorldVertexAlpha" )
BEGIN_SHADER_PARAMS
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
SET_FLAGS2( MATERIAL_VAR2_BLEND_WITH_LIGHTMAP_ALPHA );
}
SHADER_INIT
{
// Load the base texture here!
LoadTexture( BASETEXTURE );
}
SHADER_FALLBACK
{
return 0;
}
SHADER_DRAW
{
if( g_pHardwareConfig->SupportsVertexAndPixelShaders() && !UsingEditor( params ) )
{
// DX 9 version with HDR support
// Pass 1
SHADOW_STATE
{
SetInitialShadowState();
pShaderShadow->EnableAlphaWrites( true );
// Base time lightmap (Need two texture stages)
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
int fmt = VERTEX_POSITION;
pShaderShadow->VertexShaderVertexFormat( fmt, 2, 0, 0 );
pShaderShadow->EnableBlending( true );
// Looks backwards, but this is done so that lightmap alpha = 1 when only
// using 1 texture (needed for translucent displacements).
pShaderShadow->BlendFunc( SHADER_BLEND_ONE_MINUS_SRC_ALPHA, SHADER_BLEND_SRC_ALPHA );
pShaderShadow->EnableBlendingSeparateAlpha( true );
pShaderShadow->BlendFuncSeparateAlpha( SHADER_BLEND_ZERO, SHADER_BLEND_SRC_ALPHA );
worldvertexalpha_Static_Index vshIndex;
pShaderShadow->SetVertexShader( "WorldVertexAlpha", vshIndex.GetIndex() );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( worldvertexalpha_ps20b );
SET_STATIC_PIXEL_SHADER_COMBO( PASS, 0 );
SET_STATIC_PIXEL_SHADER( worldvertexalpha_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( worldvertexalpha_ps20 );
SET_STATIC_PIXEL_SHADER_COMBO( PASS, 0 );
SET_STATIC_PIXEL_SHADER( worldvertexalpha_ps20 );
}
FogToFogColor();
}
DYNAMIC_STATE
{
// Bind the base texture (Stage0) and lightmap (Stage1)
BindTexture( SHADER_SAMPLER0, false, BASETEXTURE );
pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, false, TEXTURE_LIGHTMAP );
worldvertexalpha_Dynamic_Index vshIndex;
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( worldvertexalpha_ps20b );
SET_DYNAMIC_PIXEL_SHADER( worldvertexalpha_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( worldvertexalpha_ps20 );
SET_DYNAMIC_PIXEL_SHADER( worldvertexalpha_ps20 );
}
}
Draw();
// Pass 2
SHADOW_STATE
{
SetInitialShadowState();
pShaderShadow->EnableAlphaWrites( true );
pShaderShadow->EnableColorWrites( false );
// Base time lightmap (Need two texture stages)
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
int fmt = VERTEX_POSITION;
pShaderShadow->VertexShaderVertexFormat( fmt, 2, 0, 0 );
pShaderShadow->EnableBlending( true );
// Looks backwards, but this is done so that lightmap alpha = 1 when only
// using 1 texture (needed for translucent displacements).
pShaderShadow->BlendFunc( SHADER_BLEND_ONE_MINUS_SRC_ALPHA, SHADER_BLEND_SRC_ALPHA );
pShaderShadow->EnableBlendingSeparateAlpha( true );
pShaderShadow->BlendFuncSeparateAlpha( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
worldvertexalpha_Static_Index vshIndex;
pShaderShadow->SetVertexShader( "WorldVertexAlpha", vshIndex.GetIndex() );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( worldvertexalpha_ps20b );
SET_STATIC_PIXEL_SHADER_COMBO( PASS, 1 );
SET_STATIC_PIXEL_SHADER( worldvertexalpha_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( worldvertexalpha_ps20 );
SET_STATIC_PIXEL_SHADER_COMBO( PASS, 1 );
SET_STATIC_PIXEL_SHADER( worldvertexalpha_ps20 );
}
FogToFogColor();
}
DYNAMIC_STATE
{
// Bind the base texture (Stage0) and lightmap (Stage1)
BindTexture( SHADER_SAMPLER0, BASETEXTURE );
pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, false, TEXTURE_LIGHTMAP );
worldvertexalpha_Dynamic_Index vshIndex;
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( worldvertexalpha_ps20b );
SET_DYNAMIC_PIXEL_SHADER( worldvertexalpha_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( worldvertexalpha_ps20 );
SET_DYNAMIC_PIXEL_SHADER( worldvertexalpha_ps20 );
}
}
Draw();
}
}
END_SHADER