You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
108 lines
2.9 KiB
108 lines
2.9 KiB
5 years ago
|
//========= 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
|