Team Fortress 2 Source Code as on 22/4/2020
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//========= 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