Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
#include "BaseVSShader.h"
#include "shaderlib/cshader.h"
#include "debugtextureview_vs20.inc"
#include "debugtextureview_ps20.inc"
#include "debugtextureview_ps20b.inc"
DEFINE_FALLBACK_SHADER( DebugTextureView, DebugTextureView_dx9 )
BEGIN_VS_SHADER( DebugTextureView_dx9, "Help for DebugTextureView" )
BEGIN_SHADER_PARAMS
SHADER_PARAM( SHOWALPHA, SHADER_PARAM_TYPE_BOOL, "0", "" )
END_SHADER_PARAMS
SHADER_INIT
{
if ( params[BASETEXTURE]->IsDefined() )
{
LoadTexture( BASETEXTURE );
}
}
SHADER_FALLBACK
{
if ( g_pHardwareConfig->GetDXSupportLevel() < 90 )
{
return "UnlitGeneric";
}
return 0;
}
SHADER_DRAW
{
SHADOW_STATE
{
pShaderShadow->EnableDepthWrites( false );
pShaderShadow->EnableAlphaTest( true );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
// Set stream format (note that this shader supports compression)
unsigned int flags = VERTEX_POSITION | VERTEX_FORMAT_COMPRESSED;
int nTexCoordCount = 1;
int userDataSize = 0;
pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
DECLARE_STATIC_VERTEX_SHADER( debugtextureview_vs20 );
SET_STATIC_VERTEX_SHADER( debugtextureview_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( debugtextureview_ps20b );
SET_STATIC_PIXEL_SHADER_COMBO( SHOWALPHA, params[SHOWALPHA]->GetIntValue() != 0 );
SET_STATIC_PIXEL_SHADER( debugtextureview_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( debugtextureview_ps20 );
SET_STATIC_PIXEL_SHADER_COMBO( SHOWALPHA, params[SHOWALPHA]->GetIntValue() != 0 );
SET_STATIC_PIXEL_SHADER( debugtextureview_ps20 );
}
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
//pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP );
ITexture *pTexture = params[BASETEXTURE]->GetTextureValue();
float cPsConst0[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
if ( ( pTexture->GetImageFormat() == IMAGE_FORMAT_RGBA16161616F ) ||
( pTexture->GetImageFormat() == IMAGE_FORMAT_RGBA16161616 ) ||
( pTexture->GetImageFormat() == IMAGE_FORMAT_RGB323232F ) ||
( pTexture->GetImageFormat() == IMAGE_FORMAT_RGBA32323232F ) )
{
if ( pTexture->IsCubeMap() )
cPsConst0[0] = 1.0f;
else
cPsConst0[1] = 1.0f;
}
pShaderAPI->SetPixelShaderConstant( 0, cPsConst0 );
DECLARE_DYNAMIC_VERTEX_SHADER( debugtextureview_vs20 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
SET_DYNAMIC_VERTEX_SHADER( debugtextureview_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( debugtextureview_ps20b );
SET_DYNAMIC_PIXEL_SHADER_COMBO( ISCUBEMAP, pTexture->IsCubeMap() );
SET_DYNAMIC_PIXEL_SHADER( debugtextureview_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( debugtextureview_ps20 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( ISCUBEMAP, pTexture->IsCubeMap() );
SET_DYNAMIC_PIXEL_SHADER( debugtextureview_ps20 );
}
}
Draw();
}
END_SHADER