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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "sky_vs20.inc"
#include "sky_ps20.inc"
#include "sky_ps20b.inc"
#include "convar.h"
BEGIN_VS_SHADER( Sky_DX9, "Help for Sky_DX9 shader" )
BEGIN_SHADER_PARAMS SHADER_PARAM_OVERRIDE( COLOR, SHADER_PARAM_TYPE_VEC3, "[ 1 1 1]", "color multiplier", SHADER_PARAM_NOT_EDITABLE ) SHADER_PARAM_OVERRIDE( ALPHA, SHADER_PARAM_TYPE_FLOAT, "1.0", "unused", SHADER_PARAM_NOT_EDITABLE ) END_SHADER_PARAMS
SHADER_FALLBACK { if( g_pHardwareConfig->GetDXSupportLevel() < 90 ) { return "sky_dx6"; } return 0; }
SHADER_INIT_PARAMS() { SET_FLAGS( MATERIAL_VAR_NOFOG ); SET_FLAGS( MATERIAL_VAR_IGNOREZ ); } SHADER_INIT { if (params[BASETEXTURE]->IsDefined()) { ImageFormat fmt = params[BASETEXTURE]->GetTextureValue()->GetImageFormat(); LoadTexture( BASETEXTURE, (fmt==IMAGE_FORMAT_RGBA16161616F) || (fmt==IMAGE_FORMAT_RGBA16161616) ? 0 : TEXTUREFLAGS_SRGB ); } } SHADER_DRAW { SHADOW_STATE { SetInitialShadowState();
// pShaderShadow->EnableAlphaWrites( true );
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,true);
pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, NULL, 0 );
DECLARE_STATIC_VERTEX_SHADER( sky_vs20 ); SET_STATIC_VERTEX_SHADER( sky_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( sky_ps20b ); SET_STATIC_PIXEL_SHADER( sky_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( sky_ps20 ); SET_STATIC_PIXEL_SHADER( sky_ps20 ); } // we are writing linear values from this shader.
pShaderShadow->EnableSRGBWrite( true );
pShaderShadow->EnableAlphaWrites( true ); }
DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); float c1[4]={0,0,0,0}; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, c1);
float c0[4]={1,1,1,1}; if (params[COLOR]->IsDefined()) { memcpy(c0,params[COLOR]->GetVecValue(),3*sizeof(float)); } ITexture *txtr=params[BASETEXTURE]->GetTextureValue(); ImageFormat fmt=txtr->GetImageFormat(); if ( (fmt==IMAGE_FORMAT_RGBA16161616) || ( (fmt==IMAGE_FORMAT_RGBA16161616F) && (g_pHardwareConfig->GetHDRType()==HDR_TYPE_INTEGER)) ) { c0[0]*=16.0; c0[1]*=16.0; c0[2]*=16.0; } pShaderAPI->SetPixelShaderConstant(0,c0,1); DECLARE_DYNAMIC_VERTEX_SHADER( sky_vs20 ); SET_DYNAMIC_VERTEX_SHADER( sky_vs20 );
// Texture coord transform
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, BASETEXTURETRANSFORM );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( sky_ps20b ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, pShaderAPI->ShouldWriteDepthToDestAlpha() ); SET_DYNAMIC_PIXEL_SHADER( sky_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( sky_ps20 ); SET_DYNAMIC_PIXEL_SHADER( sky_ps20 ); } } Draw( ); }
END_SHADER
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