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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "common_hlsl_cpp_consts.h"
BEGIN_VS_SHADER( Sample4x4_Blend, "Help for Sample4x4_Blend" ) BEGIN_SHADER_PARAMS SHADER_PARAM( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" ) SHADER_PARAM( PIXSHADER, SHADER_PARAM_TYPE_STRING, "sample4x4_ps20", "Name of the pixel shader to use" ) END_SHADER_PARAMS
SHADER_INIT { LoadTexture( BASETEXTURE ); } SHADER_FALLBACK { // Requires DX9 + above
if (!g_pHardwareConfig->SupportsVertexAndPixelShaders()) { Assert( 0 ); return "Wireframe"; } return 0; }
SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnableAlphaWrites( true ); pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); int fmt = VERTEX_POSITION; pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 ); pShaderShadow->SetVertexShader( "Downsample_vs20", 0 ); 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 ); }
pShaderShadow->EnableBlending( true ); pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); }
DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, BASETEXTURE, -1 ); ITexture *src_texture=params[BASETEXTURE]->GetTextureValue();
int width=src_texture->GetActualWidth(); int height=src_texture->GetActualHeight();
float v[4]; float dX = 1.0f / width; float dY = 1.0f / height;
v[0] = -dX; v[1] = -dY; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, v, 1 ); v[0] = -dX; v[1] = dY; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, v, 1 ); v[0] = dX; v[1] = -dY; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, v, 1 ); v[0] = dX; v[1] = dY; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, v, 1 );
pShaderAPI->SetVertexShaderIndex( 0 ); pShaderAPI->SetPixelShaderIndex( 0 );
// store the ALPHA material var into c0
v[0] = ALPHA; pShaderAPI->SetPixelShaderConstant( 0, v, 1 ); } Draw(); } END_SHADER
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