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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "screenspaceeffect_vs11.inc"
DEFINE_FALLBACK_SHADER( screenspace_general, screenspace_general_dx8 ) BEGIN_VS_SHADER_FLAGS( screenspace_general_dx8, "Help for screenspace_general", SHADER_NOT_EDITABLE ) BEGIN_SHADER_PARAMS SHADER_PARAM( C0_X,SHADER_PARAM_TYPE_FLOAT,"0","") SHADER_PARAM( C0_Y,SHADER_PARAM_TYPE_FLOAT,"0","") SHADER_PARAM( C0_Z,SHADER_PARAM_TYPE_FLOAT,"0","") SHADER_PARAM( C0_W,SHADER_PARAM_TYPE_FLOAT,"0","") SHADER_PARAM( C1_X,SHADER_PARAM_TYPE_FLOAT,"0","") SHADER_PARAM( C1_Y,SHADER_PARAM_TYPE_FLOAT,"0","") SHADER_PARAM( C1_Z,SHADER_PARAM_TYPE_FLOAT,"0","") SHADER_PARAM( C1_W,SHADER_PARAM_TYPE_FLOAT,"0","") SHADER_PARAM( C2_X,SHADER_PARAM_TYPE_FLOAT,"0","") SHADER_PARAM( C2_Y,SHADER_PARAM_TYPE_FLOAT,"0","") SHADER_PARAM( C2_Z,SHADER_PARAM_TYPE_FLOAT,"0","") SHADER_PARAM( C2_W,SHADER_PARAM_TYPE_FLOAT,"0","") SHADER_PARAM( C3_X,SHADER_PARAM_TYPE_FLOAT,"0","") SHADER_PARAM( C3_Y,SHADER_PARAM_TYPE_FLOAT,"0","") SHADER_PARAM( C3_Z,SHADER_PARAM_TYPE_FLOAT,"0","") SHADER_PARAM( C3_W,SHADER_PARAM_TYPE_FLOAT,"0","") SHADER_PARAM( PIXSHADER, SHADER_PARAM_TYPE_STRING, "", "Name of the pixel shader to use" ) SHADER_PARAM( DISABLE_COLOR_WRITES,SHADER_PARAM_TYPE_INTEGER,"0","") SHADER_PARAM( ALPHATESTED,SHADER_PARAM_TYPE_FLOAT,"0","") SHADER_PARAM( TEXTURE1, SHADER_PARAM_TYPE_TEXTURE, "", "" ) SHADER_PARAM( TEXTURE2, SHADER_PARAM_TYPE_TEXTURE, "", "" ) SHADER_PARAM( TEXTURE3, SHADER_PARAM_TYPE_TEXTURE, "", "" ) SHADER_PARAM( LINEARREAD_BASETEXTURE, SHADER_PARAM_TYPE_INTEGER, "0", "" ) SHADER_PARAM( LINEARREAD_TEXTURE1, SHADER_PARAM_TYPE_INTEGER, "0", "" ) SHADER_PARAM( LINEARREAD_TEXTURE2, SHADER_PARAM_TYPE_INTEGER, "0", "" ) SHADER_PARAM( LINEARREAD_TEXTURE3, SHADER_PARAM_TYPE_INTEGER, "0", "" ) SHADER_PARAM( LINEARWRITE,SHADER_PARAM_TYPE_INTEGER,"0","") END_SHADER_PARAMS
SHADER_INIT { if ( params[BASETEXTURE]->IsDefined() ) { LoadTexture( BASETEXTURE ); } if ( params[TEXTURE1]->IsDefined() ) { LoadTexture( TEXTURE1 ); } if ( params[TEXTURE2]->IsDefined() ) { LoadTexture( TEXTURE2 ); } if ( params[TEXTURE3]->IsDefined() ) { LoadTexture( TEXTURE3 ); } } SHADER_FALLBACK { if ( g_pHardwareConfig->GetDXSupportLevel() < 80 ) { return "Wireframe"; }
return 0; }
SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableDepthWrites( false ); if (params[BASETEXTURE]->IsDefined()) { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); ITexture *txtr=params[BASETEXTURE]->GetTextureValue(); ImageFormat fmt=txtr->GetImageFormat(); if ((fmt==IMAGE_FORMAT_RGBA16161616F) || (fmt==IMAGE_FORMAT_RGBA16161616)) pShaderShadow->EnableSRGBRead(SHADER_SAMPLER0,false); else pShaderShadow->EnableSRGBRead(SHADER_SAMPLER0, !params[LINEARREAD_BASETEXTURE]->IsDefined() || !params[LINEARREAD_BASETEXTURE]->GetIntValue() ); } if (params[TEXTURE1]->IsDefined()) { pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); ITexture *txtr=params[TEXTURE1]->GetTextureValue(); ImageFormat fmt=txtr->GetImageFormat(); if ((fmt==IMAGE_FORMAT_RGBA16161616F) || (fmt==IMAGE_FORMAT_RGBA16161616)) pShaderShadow->EnableSRGBRead(SHADER_SAMPLER1,false); else pShaderShadow->EnableSRGBRead(SHADER_SAMPLER1, !params[LINEARREAD_TEXTURE1]->IsDefined() || !params[LINEARREAD_TEXTURE1]->GetIntValue() ); } if (params[TEXTURE2]->IsDefined()) { pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); ITexture *txtr=params[TEXTURE2]->GetTextureValue(); ImageFormat fmt=txtr->GetImageFormat(); if ((fmt==IMAGE_FORMAT_RGBA16161616F) || (fmt==IMAGE_FORMAT_RGBA16161616)) pShaderShadow->EnableSRGBRead(SHADER_SAMPLER2,false); else pShaderShadow->EnableSRGBRead(SHADER_SAMPLER2, !params[LINEARREAD_TEXTURE2]->IsDefined() || !params[LINEARREAD_TEXTURE2]->GetIntValue() ); } if (params[TEXTURE3]->IsDefined()) { pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); ITexture *txtr=params[TEXTURE3]->GetTextureValue(); ImageFormat fmt=txtr->GetImageFormat(); if ((fmt==IMAGE_FORMAT_RGBA16161616F) || (fmt==IMAGE_FORMAT_RGBA16161616)) pShaderShadow->EnableSRGBRead(SHADER_SAMPLER3,false); else pShaderShadow->EnableSRGBRead(SHADER_SAMPLER3, !params[LINEARREAD_TEXTURE3]->IsDefined() || !params[LINEARREAD_TEXTURE3]->GetIntValue() ); } int fmt = VERTEX_POSITION; pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
// maybe convert from linear to gamma on write.
bool srgb_write=true; if (params[LINEARWRITE]->GetFloatValue()) srgb_write=false; pShaderShadow->EnableSRGBWrite( srgb_write );
// Pre-cache shaders
DECLARE_STATIC_VERTEX_SHADER( screenspaceeffect_vs11 ); SET_STATIC_VERTEX_SHADER( screenspaceeffect_vs11 );
if (params[DISABLE_COLOR_WRITES]->GetIntValue()) { pShaderShadow->EnableColorWrites(false); } // if (params[ALPHATESTED]->GetFloatValue())
{ pShaderShadow->EnableAlphaTest(true); pShaderShadow->AlphaFunc(SHADER_ALPHAFUNC_GREATER,0.0); } if ( IS_FLAG_SET(MATERIAL_VAR_ADDITIVE) ) { EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); }
pShaderShadow->SetPixelShader( params[PIXSHADER]->GetStringValue(), 0 ); }
DYNAMIC_STATE { if (params[BASETEXTURE]->IsDefined()) { BindTexture( SHADER_SAMPLER0, BASETEXTURE, -1 ); } if (params[TEXTURE1]->IsDefined()) { BindTexture( SHADER_SAMPLER1, TEXTURE1, -1 ); } if (params[TEXTURE2]->IsDefined()) { BindTexture( SHADER_SAMPLER2, TEXTURE2, -1 ); } if (params[TEXTURE3]->IsDefined()) { BindTexture( SHADER_SAMPLER3, TEXTURE3, -1 ); } float c0[]={ params[C0_X]->GetFloatValue(), params[C0_Y]->GetFloatValue(), params[C0_Z]->GetFloatValue(), params[C0_W]->GetFloatValue(), params[C1_X]->GetFloatValue(), params[C1_Y]->GetFloatValue(), params[C1_Z]->GetFloatValue(), params[C1_W]->GetFloatValue(), params[C2_X]->GetFloatValue(), params[C2_Y]->GetFloatValue(), params[C2_Z]->GetFloatValue(), params[C2_W]->GetFloatValue(), params[C3_X]->GetFloatValue(), params[C3_Y]->GetFloatValue(), params[C3_Z]->GetFloatValue(), params[C3_W]->GetFloatValue() };
pShaderAPI->SetPixelShaderConstant( 0, c0, ARRAYSIZE(c0)/4 ); pShaderAPI->SetVertexShaderIndex( 0 ); pShaderAPI->SetPixelShaderIndex( 0 );
DECLARE_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs11 ); SET_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs11 ); } Draw(); } END_SHADER
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