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94 lines
2.9 KiB
94 lines
2.9 KiB
//========= Copyright © 1996-2009, Valve Corporation, All rights reserved. ============//
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//
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//=====================================================================================//
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#include "BaseVSShader.h"
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#include "black_vs20.inc"
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#include "black_ps20.inc"
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#include "black_ps20b.inc"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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BEGIN_VS_SHADER( Black, "Help for Black" )
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BEGIN_SHADER_PARAMS
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
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SET_FLAGS( MATERIAL_VAR_VERTEXFOG );
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}
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SHADER_FALLBACK
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{
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return 0;
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}
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SHADER_INIT
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{
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}
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SHADER_DRAW
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{
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SHADOW_STATE
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{
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// Set stream format (note that this shader supports compression)
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int flags = VERTEX_POSITION | VERTEX_FORMAT_COMPRESSED;
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// NOTE: Have to say that we want 1 texcoord here even though we don't use it or you'll get this Warning in another part of the code:
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// "ERROR: shader asking for a too-narrow vertex format - you will see errors if running with debug D3D DLLs!\n\tPadding the vertex format with extra texcoords"
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int nTexCoordCount = 1;
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int userDataSize = 0;
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pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
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DECLARE_STATIC_VERTEX_SHADER( black_vs20 );
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SET_STATIC_VERTEX_SHADER( black_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( black_ps20b );
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SET_STATIC_PIXEL_SHADER( black_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( black_ps20 );
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SET_STATIC_PIXEL_SHADER( black_ps20 );
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}
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pShaderShadow->EnableSRGBWrite( true );
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FogToFogColor();
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}
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DYNAMIC_STATE
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{
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DECLARE_DYNAMIC_VERTEX_SHADER( black_vs20 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, s_pShaderAPI->GetCurrentNumBones() > 0 );
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SET_DYNAMIC_VERTEX_SHADER( black_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( black_ps20b );
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SET_DYNAMIC_PIXEL_SHADER( black_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( black_ps20 );
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SET_DYNAMIC_PIXEL_SHADER( black_ps20 );
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}
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unsigned char gammaFogColor[3];
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pShaderAPI->GetSceneFogColor( gammaFogColor );
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Vector4D fogColorPostTonemapLinearSpace;
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float flToneMappingScaleLinear = pShaderAPI->GetToneMappingScaleLinear().x;
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fogColorPostTonemapLinearSpace.x = flToneMappingScaleLinear * SrgbGammaToLinear( ( 1.0f / 255.0f ) * gammaFogColor[0] );
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fogColorPostTonemapLinearSpace.y = flToneMappingScaleLinear * SrgbGammaToLinear( ( 1.0f / 255.0f ) * gammaFogColor[1] );
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fogColorPostTonemapLinearSpace.z = flToneMappingScaleLinear * SrgbGammaToLinear( ( 1.0f / 255.0f ) * gammaFogColor[2] );
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fogColorPostTonemapLinearSpace.w = 1.0f;
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, fogColorPostTonemapLinearSpace.Base() );
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}
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Draw();
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}
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END_SHADER
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