Team Fortress 2 Source Code as on 22/4/2020
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.
|
|
//========= Copyright 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"
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 { // Requires DX9 + above
if ( g_pHardwareConfig->GetDXSupportLevel() < 90 ) return "Wireframe"; 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.
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, 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
|