Team Fortress 2 Source Code as on 22/4/2020
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  1. //========= Copyright Valve Corporation, All rights reserved. ============//
  2. //
  3. // Purpose:
  4. //
  5. // $Header: $
  6. // $NoKeywords: $
  7. //=============================================================================//
  8. #include "BaseVSShader.h"
  9. #include "sky_vs20.inc"
  10. #include "sky_ps20.inc"
  11. #include "sky_ps20b.inc"
  12. #include "convar.h"
  13. BEGIN_VS_SHADER( Sky_DX9, "Help for Sky_DX9 shader" )
  14. BEGIN_SHADER_PARAMS
  15. SHADER_PARAM_OVERRIDE( COLOR, SHADER_PARAM_TYPE_VEC3, "[ 1 1 1]", "color multiplier", SHADER_PARAM_NOT_EDITABLE )
  16. SHADER_PARAM_OVERRIDE( ALPHA, SHADER_PARAM_TYPE_FLOAT, "1.0", "unused", SHADER_PARAM_NOT_EDITABLE )
  17. END_SHADER_PARAMS
  18. SHADER_FALLBACK
  19. {
  20. if( g_pHardwareConfig->GetDXSupportLevel() < 90 )
  21. {
  22. return "sky_dx6";
  23. }
  24. return 0;
  25. }
  26. SHADER_INIT_PARAMS()
  27. {
  28. SET_FLAGS( MATERIAL_VAR_NOFOG );
  29. SET_FLAGS( MATERIAL_VAR_IGNOREZ );
  30. }
  31. SHADER_INIT
  32. {
  33. if (params[BASETEXTURE]->IsDefined())
  34. {
  35. ImageFormat fmt = params[BASETEXTURE]->GetTextureValue()->GetImageFormat();
  36. LoadTexture( BASETEXTURE, (fmt==IMAGE_FORMAT_RGBA16161616F) || (fmt==IMAGE_FORMAT_RGBA16161616) ? 0 : TEXTUREFLAGS_SRGB );
  37. }
  38. }
  39. SHADER_DRAW
  40. {
  41. SHADOW_STATE
  42. {
  43. SetInitialShadowState();
  44. // pShaderShadow->EnableAlphaWrites( true );
  45. pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
  46. ITexture *txtr=params[BASETEXTURE]->GetTextureValue();
  47. ImageFormat fmt=txtr->GetImageFormat();
  48. if ((fmt==IMAGE_FORMAT_RGBA16161616F) || (fmt==IMAGE_FORMAT_RGBA16161616))
  49. pShaderShadow->EnableSRGBRead(SHADER_SAMPLER0,false);
  50. else
  51. pShaderShadow->EnableSRGBRead(SHADER_SAMPLER0,true);
  52. pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, NULL, 0 );
  53. DECLARE_STATIC_VERTEX_SHADER( sky_vs20 );
  54. SET_STATIC_VERTEX_SHADER( sky_vs20 );
  55. if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
  56. {
  57. DECLARE_STATIC_PIXEL_SHADER( sky_ps20b );
  58. SET_STATIC_PIXEL_SHADER( sky_ps20b );
  59. }
  60. else
  61. {
  62. DECLARE_STATIC_PIXEL_SHADER( sky_ps20 );
  63. SET_STATIC_PIXEL_SHADER( sky_ps20 );
  64. }
  65. // we are writing linear values from this shader.
  66. pShaderShadow->EnableSRGBWrite( true );
  67. pShaderShadow->EnableAlphaWrites( true );
  68. }
  69. DYNAMIC_STATE
  70. {
  71. BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
  72. float c1[4]={0,0,0,0};
  73. pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, c1);
  74. float c0[4]={1,1,1,1};
  75. if (params[COLOR]->IsDefined())
  76. {
  77. memcpy(c0,params[COLOR]->GetVecValue(),3*sizeof(float));
  78. }
  79. ITexture *txtr=params[BASETEXTURE]->GetTextureValue();
  80. ImageFormat fmt=txtr->GetImageFormat();
  81. if (
  82. (fmt==IMAGE_FORMAT_RGBA16161616) ||
  83. ( (fmt==IMAGE_FORMAT_RGBA16161616F) &&
  84. (g_pHardwareConfig->GetHDRType()==HDR_TYPE_INTEGER))
  85. )
  86. {
  87. c0[0]*=16.0;
  88. c0[1]*=16.0;
  89. c0[2]*=16.0;
  90. }
  91. pShaderAPI->SetPixelShaderConstant(0,c0,1);
  92. DECLARE_DYNAMIC_VERTEX_SHADER( sky_vs20 );
  93. SET_DYNAMIC_VERTEX_SHADER( sky_vs20 );
  94. // Texture coord transform
  95. SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, BASETEXTURETRANSFORM );
  96. if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
  97. {
  98. DECLARE_DYNAMIC_PIXEL_SHADER( sky_ps20b );
  99. SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, pShaderAPI->ShouldWriteDepthToDestAlpha() );
  100. SET_DYNAMIC_PIXEL_SHADER( sky_ps20b );
  101. }
  102. else
  103. {
  104. DECLARE_DYNAMIC_PIXEL_SHADER( sky_ps20 );
  105. SET_DYNAMIC_PIXEL_SHADER( sky_ps20 );
  106. }
  107. }
  108. Draw( );
  109. }
  110. END_SHADER