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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "cpp_shader_constant_register_map.h"
#include "bik_ps20.inc"
#include "bik_ps20b.inc"
#include "bik_vs20.inc"
BEGIN_VS_SHADER( Bik, "Help for Bik" ) BEGIN_SHADER_PARAMS SHADER_PARAM( YTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Y Bink Texture" ) // re-enable this if we want alpha blending
// SHADER_PARAM( ATEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "A Bink Texture" )
SHADER_PARAM( CRTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Cr Bink Texture" ) SHADER_PARAM( CBTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Cb Bink Texture" ) END_SHADER_PARAMS
SHADER_INIT_PARAMS() { }
SHADER_FALLBACK { if ( g_pHardwareConfig->GetDXSupportLevel() < 90 ) { return "bik_dx81"; } return 0; }
SHADER_INIT { if ( params[YTEXTURE]->IsDefined() ) { LoadTexture( YTEXTURE ); } // if ( params[ATEXTURE]->IsDefined() )
// {
// LoadTexture( ATEXTURE );
// }
if ( params[CRTEXTURE]->IsDefined() ) { LoadTexture( CRTEXTURE ); } if ( params[CBTEXTURE]->IsDefined() ) { LoadTexture( CBTEXTURE ); } }
SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
unsigned int flags = VERTEX_POSITION; int numTexCoords = 1; pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 );
DECLARE_STATIC_VERTEX_SHADER( bik_vs20 ); SET_STATIC_VERTEX_SHADER( bik_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( bik_ps20b ); SET_STATIC_PIXEL_SHADER( bik_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( bik_ps20 ); SET_STATIC_PIXEL_SHADER( bik_ps20 ); }
// The 360 needs an sRGB write, but NOT an sRGB read!
if ( IsX360() ) pShaderShadow->EnableSRGBWrite( true ); else pShaderShadow->EnableSRGBWrite( false );
// EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
} DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, YTEXTURE, FRAME ); BindTexture( SHADER_SAMPLER1, CRTEXTURE, FRAME ); BindTexture( SHADER_SAMPLER2, CBTEXTURE, FRAME ); // BindTexture( SHADER_SAMPLER3, ATEXTURE, FRAME );
// We need the view matrix
LoadViewMatrixIntoVertexShaderConstant( VERTEX_SHADER_VIEWMODEL );
MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode(); int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0;
DECLARE_DYNAMIC_VERTEX_SHADER( bik_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex ); SET_DYNAMIC_VERTEX_SHADER( bik_vs20 );
pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
float vEyePos_SpecExponent[4]; pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent ); vEyePos_SpecExponent[3] = 0.0f; pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( bik_ps20b ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER( bik_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( bik_ps20 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER( bik_ps20 ); } } Draw( ); } END_SHADER
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