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 "screenspaceeffect_vs11.inc"
DEFINE_FALLBACK_SHADER( screenspace_general, screenspace_general_dx8 )
BEGIN_VS_SHADER_FLAGS( screenspace_general_dx8, "Help for screenspace_general", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS
SHADER_PARAM( C0_X,SHADER_PARAM_TYPE_FLOAT,"0","")
SHADER_PARAM( C0_Y,SHADER_PARAM_TYPE_FLOAT,"0","")
SHADER_PARAM( C0_Z,SHADER_PARAM_TYPE_FLOAT,"0","")
SHADER_PARAM( C0_W,SHADER_PARAM_TYPE_FLOAT,"0","")
SHADER_PARAM( C1_X,SHADER_PARAM_TYPE_FLOAT,"0","")
SHADER_PARAM( C1_Y,SHADER_PARAM_TYPE_FLOAT,"0","")
SHADER_PARAM( C1_Z,SHADER_PARAM_TYPE_FLOAT,"0","")
SHADER_PARAM( C1_W,SHADER_PARAM_TYPE_FLOAT,"0","")
SHADER_PARAM( C2_X,SHADER_PARAM_TYPE_FLOAT,"0","")
SHADER_PARAM( C2_Y,SHADER_PARAM_TYPE_FLOAT,"0","")
SHADER_PARAM( C2_Z,SHADER_PARAM_TYPE_FLOAT,"0","")
SHADER_PARAM( C2_W,SHADER_PARAM_TYPE_FLOAT,"0","")
SHADER_PARAM( C3_X,SHADER_PARAM_TYPE_FLOAT,"0","")
SHADER_PARAM( C3_Y,SHADER_PARAM_TYPE_FLOAT,"0","")
SHADER_PARAM( C3_Z,SHADER_PARAM_TYPE_FLOAT,"0","")
SHADER_PARAM( C3_W,SHADER_PARAM_TYPE_FLOAT,"0","")
SHADER_PARAM( PIXSHADER, SHADER_PARAM_TYPE_STRING, "", "Name of the pixel shader to use" )
SHADER_PARAM( DISABLE_COLOR_WRITES,SHADER_PARAM_TYPE_INTEGER,"0","")
SHADER_PARAM( ALPHATESTED,SHADER_PARAM_TYPE_FLOAT,"0","")
SHADER_PARAM( TEXTURE1, SHADER_PARAM_TYPE_TEXTURE, "", "" )
SHADER_PARAM( TEXTURE2, SHADER_PARAM_TYPE_TEXTURE, "", "" )
SHADER_PARAM( TEXTURE3, SHADER_PARAM_TYPE_TEXTURE, "", "" )
SHADER_PARAM( LINEARREAD_BASETEXTURE, SHADER_PARAM_TYPE_INTEGER, "0", "" )
SHADER_PARAM( LINEARREAD_TEXTURE1, SHADER_PARAM_TYPE_INTEGER, "0", "" )
SHADER_PARAM( LINEARREAD_TEXTURE2, SHADER_PARAM_TYPE_INTEGER, "0", "" )
SHADER_PARAM( LINEARREAD_TEXTURE3, SHADER_PARAM_TYPE_INTEGER, "0", "" )
SHADER_PARAM( LINEARWRITE,SHADER_PARAM_TYPE_INTEGER,"0","")
END_SHADER_PARAMS
SHADER_INIT
{
if ( params[BASETEXTURE]->IsDefined() )
{
LoadTexture( BASETEXTURE );
}
if ( params[TEXTURE1]->IsDefined() )
{
LoadTexture( TEXTURE1 );
}
if ( params[TEXTURE2]->IsDefined() )
{
LoadTexture( TEXTURE2 );
}
if ( params[TEXTURE3]->IsDefined() )
{
LoadTexture( TEXTURE3 );
}
}
SHADER_FALLBACK
{
if ( g_pHardwareConfig->GetDXSupportLevel() < 80 )
{
return "Wireframe";
}
return 0;
}
SHADER_DRAW
{
SHADOW_STATE
{
pShaderShadow->EnableDepthWrites( false );
if (params[BASETEXTURE]->IsDefined())
{
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
ITexture *txtr=params[BASETEXTURE]->GetTextureValue();
ImageFormat fmt=txtr->GetImageFormat();
if ((fmt==IMAGE_FORMAT_RGBA16161616F) || (fmt==IMAGE_FORMAT_RGBA16161616))
pShaderShadow->EnableSRGBRead(SHADER_SAMPLER0,false);
else
pShaderShadow->EnableSRGBRead(SHADER_SAMPLER0, !params[LINEARREAD_BASETEXTURE]->IsDefined() || !params[LINEARREAD_BASETEXTURE]->GetIntValue() );
}
if (params[TEXTURE1]->IsDefined())
{
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
ITexture *txtr=params[TEXTURE1]->GetTextureValue();
ImageFormat fmt=txtr->GetImageFormat();
if ((fmt==IMAGE_FORMAT_RGBA16161616F) || (fmt==IMAGE_FORMAT_RGBA16161616))
pShaderShadow->EnableSRGBRead(SHADER_SAMPLER1,false);
else
pShaderShadow->EnableSRGBRead(SHADER_SAMPLER1, !params[LINEARREAD_TEXTURE1]->IsDefined() || !params[LINEARREAD_TEXTURE1]->GetIntValue() );
}
if (params[TEXTURE2]->IsDefined())
{
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
ITexture *txtr=params[TEXTURE2]->GetTextureValue();
ImageFormat fmt=txtr->GetImageFormat();
if ((fmt==IMAGE_FORMAT_RGBA16161616F) || (fmt==IMAGE_FORMAT_RGBA16161616))
pShaderShadow->EnableSRGBRead(SHADER_SAMPLER2,false);
else
pShaderShadow->EnableSRGBRead(SHADER_SAMPLER2, !params[LINEARREAD_TEXTURE2]->IsDefined() || !params[LINEARREAD_TEXTURE2]->GetIntValue() );
}
if (params[TEXTURE3]->IsDefined())
{
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
ITexture *txtr=params[TEXTURE3]->GetTextureValue();
ImageFormat fmt=txtr->GetImageFormat();
if ((fmt==IMAGE_FORMAT_RGBA16161616F) || (fmt==IMAGE_FORMAT_RGBA16161616))
pShaderShadow->EnableSRGBRead(SHADER_SAMPLER3,false);
else
pShaderShadow->EnableSRGBRead(SHADER_SAMPLER3, !params[LINEARREAD_TEXTURE3]->IsDefined() || !params[LINEARREAD_TEXTURE3]->GetIntValue() );
}
int fmt = VERTEX_POSITION;
pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
// maybe convert from linear to gamma on write.
bool srgb_write=true;
if (params[LINEARWRITE]->GetFloatValue())
srgb_write=false;
pShaderShadow->EnableSRGBWrite( srgb_write );
// Pre-cache shaders
DECLARE_STATIC_VERTEX_SHADER( screenspaceeffect_vs11 );
SET_STATIC_VERTEX_SHADER( screenspaceeffect_vs11 );
if (params[DISABLE_COLOR_WRITES]->GetIntValue())
{
pShaderShadow->EnableColorWrites(false);
}
// if (params[ALPHATESTED]->GetFloatValue())
{
pShaderShadow->EnableAlphaTest(true);
pShaderShadow->AlphaFunc(SHADER_ALPHAFUNC_GREATER,0.0);
}
if ( IS_FLAG_SET(MATERIAL_VAR_ADDITIVE) )
{
EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
}
pShaderShadow->SetPixelShader( params[PIXSHADER]->GetStringValue(), 0 );
}
DYNAMIC_STATE
{
if (params[BASETEXTURE]->IsDefined())
{
BindTexture( SHADER_SAMPLER0, BASETEXTURE, -1 );
}
if (params[TEXTURE1]->IsDefined())
{
BindTexture( SHADER_SAMPLER1, TEXTURE1, -1 );
}
if (params[TEXTURE2]->IsDefined())
{
BindTexture( SHADER_SAMPLER2, TEXTURE2, -1 );
}
if (params[TEXTURE3]->IsDefined())
{
BindTexture( SHADER_SAMPLER3, TEXTURE3, -1 );
}
float c0[]={
params[C0_X]->GetFloatValue(),
params[C0_Y]->GetFloatValue(),
params[C0_Z]->GetFloatValue(),
params[C0_W]->GetFloatValue(),
params[C1_X]->GetFloatValue(),
params[C1_Y]->GetFloatValue(),
params[C1_Z]->GetFloatValue(),
params[C1_W]->GetFloatValue(),
params[C2_X]->GetFloatValue(),
params[C2_Y]->GetFloatValue(),
params[C2_Z]->GetFloatValue(),
params[C2_W]->GetFloatValue(),
params[C3_X]->GetFloatValue(),
params[C3_Y]->GetFloatValue(),
params[C3_Z]->GetFloatValue(),
params[C3_W]->GetFloatValue()
};
pShaderAPI->SetPixelShaderConstant( 0, c0, ARRAYSIZE(c0)/4 );
pShaderAPI->SetVertexShaderIndex( 0 );
pShaderAPI->SetPixelShaderIndex( 0 );
DECLARE_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs11 );
SET_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs11 );
}
Draw();
}
END_SHADER