Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "BaseVSShader.h"
#include "cpp_shader_constant_register_map.h"
#include "windowimposter_vs20.inc"
#include "windowimposter_ps20.inc"
#include "windowimposter_ps20b.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( WindowImposter, WindowImposter_DX90 )
BEGIN_VS_SHADER( WindowImposter_DX90, "Help for WindowImposter_DX90" )
BEGIN_SHADER_PARAMS SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" ) END_SHADER_PARAMS
// Set up anything that is necessary to make decisions in SHADER_FALLBACK.
SHADER_INIT_PARAMS() { }
SHADER_FALLBACK { if ( g_pHardwareConfig->GetDXSupportLevel() < 90) return "WindowImposter_DX80";
return NULL; }
SHADER_INIT { LoadCubeMap( ENVMAP ); }
SHADER_DRAW { SHADOW_STATE { if( g_pHardwareConfig->GetHDRType() != HDR_TYPE_NONE ) pShaderShadow->EnableSRGBWrite( true );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
DECLARE_STATIC_VERTEX_SHADER( windowimposter_vs20 ); SET_STATIC_VERTEX_SHADER( windowimposter_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( windowimposter_ps20b ); SET_STATIC_PIXEL_SHADER( windowimposter_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( windowimposter_ps20 ); SET_STATIC_PIXEL_SHADER( windowimposter_ps20 ); }
pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 ); pShaderShadow->EnableBlending( true ); pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); pShaderShadow->EnableDepthWrites( false ); FogToFogColor(); } DYNAMIC_STATE { DECLARE_DYNAMIC_VERTEX_SHADER( windowimposter_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); SET_DYNAMIC_VERTEX_SHADER( windowimposter_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( windowimposter_ps20b ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER( windowimposter_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( windowimposter_ps20 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER( windowimposter_ps20 ); }
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 );
BindTexture( SHADER_SAMPLER0, ENVMAP, -1 ); SetModulationVertexShaderDynamicState(); } Draw(); }
END_SHADER
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