Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
|
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Replaces 360 missing StretchRect() functionality.
//
//=============================================================================
#include "BaseVSShader.h"
#include "rendertargetblit_vs20.inc"
#include "rendertargetblit_ps20.inc"
#include "rendertargetblit_ps20b.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
BEGIN_VS_SHADER_FLAGS( RenderTargetBlit_X360, "", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS END_SHADER_PARAMS
SHADER_INIT_PARAMS() { if ( !params[BASETEXTURE]->IsDefined() ) { params[BASETEXTURE]->SetStringValue( "_rt_FullFrameFB" ); } }
SHADER_INIT { LoadTexture( BASETEXTURE ); }
SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, false ); pShaderShadow->EnableSRGBWrite( false );
pShaderShadow->EnableDepthWrites( false ); pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_ALWAYS ); pShaderShadow->EnableCulling( false );
pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 );
DECLARE_STATIC_VERTEX_SHADER( rendertargetblit_vs20 ); SET_STATIC_VERTEX_SHADER( rendertargetblit_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( rendertargetblit_ps20b ); SET_STATIC_PIXEL_SHADER( rendertargetblit_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( rendertargetblit_ps20 ); SET_STATIC_PIXEL_SHADER( rendertargetblit_ps20 ); } }
DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
DECLARE_DYNAMIC_VERTEX_SHADER( rendertargetblit_vs20 ); SET_DYNAMIC_VERTEX_SHADER( rendertargetblit_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( rendertargetblit_ps20b ); SET_DYNAMIC_PIXEL_SHADER( rendertargetblit_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( rendertargetblit_ps20 ); SET_DYNAMIC_PIXEL_SHADER( rendertargetblit_ps20 ); } }
Draw(); } END_SHADER
|