Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "common_hlsl_cpp_consts.h"
BEGIN_VS_SHADER_FLAGS( Sample4x4, "Help for Sample4x4", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS
SHADER_PARAM( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" )
SHADER_PARAM( PIXSHADER, SHADER_PARAM_TYPE_STRING, "sample4x4_ps20", "Name of the pixel shader to use" )
END_SHADER_PARAMS
SHADER_INIT
{
LoadTexture( BASETEXTURE );
}
SHADER_FALLBACK
{
// Requires DX9 + above
if (!g_pHardwareConfig->SupportsVertexAndPixelShaders())
{
Assert( 0 );
return "Wireframe";
}
return 0;
}
SHADER_DRAW
{
SHADOW_STATE
{
pShaderShadow->EnableDepthWrites( false );
pShaderShadow->EnableAlphaWrites( true );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
int fmt = VERTEX_POSITION;
pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
pShaderShadow->SetVertexShader( "Downsample_vs20", 0 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
const char *szPixelShader = params[PIXSHADER]->GetStringValue();
size_t iLength = Q_strlen( szPixelShader );
if( (iLength > 5) && (Q_stricmp( &szPixelShader[iLength - 5], "_ps20" ) == 0) ) //detect if it's trying to load a ps20 shader
{
//replace it with the ps20b shader
char *szNewName = (char *)stackalloc( sizeof( char ) * (iLength + 2) );
memcpy( szNewName, szPixelShader, sizeof( char ) * iLength );
szNewName[iLength] = 'b';
szNewName[iLength + 1] = '\0';
pShaderShadow->SetPixelShader( szNewName, 0 );
}
else
{
pShaderShadow->SetPixelShader( params[PIXSHADER]->GetStringValue(), 0 );
}
}
else
{
pShaderShadow->SetPixelShader( params[PIXSHADER]->GetStringValue(), 0 );
}
// if ( IsAlphaModulating() )
// {
// pShaderShadow->EnableBlending( true );
// pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA,
// SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
// }
// else
// {
// pShaderShadow->EnableBlending( true );
// pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA,
// SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
// // pShaderShadow->EnableBlending( false );
// }
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER0, BASETEXTURE, -1 );
ITexture *src_texture=params[BASETEXTURE]->GetTextureValue();
int width=src_texture->GetActualWidth();
int height=src_texture->GetActualHeight();
float v[4];
float dX = 1.0f / width;
float dY = 1.0f / height;
v[0] = -dX;
v[1] = -dY;
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, v, 1 );
v[0] = -dX;
v[1] = dY;
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, v, 1 );
v[0] = dX;
v[1] = -dY;
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, v, 1 );
v[0] = dX;
v[1] = dY;
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, v, 1 );
pShaderAPI->SetVertexShaderIndex( 0 );
pShaderAPI->SetPixelShaderIndex( 0 );
// store the ALPHA material var into c0
v[0] = ALPHA;
pShaderAPI->SetPixelShaderConstant( 0, v, 1 );
}
Draw();
}
END_SHADER