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.
127 lines
3.4 KiB
127 lines
3.4 KiB
5 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
// $Header: $
|
||
|
// $NoKeywords: $
|
||
|
//=============================================================================//
|
||
|
#include "BaseVSShader.h"
|
||
|
#include "sky_vs20.inc"
|
||
|
#include "sky_ps20.inc"
|
||
|
#include "sky_ps20b.inc"
|
||
|
|
||
|
#include "convar.h"
|
||
|
|
||
|
BEGIN_VS_SHADER( Sky_DX9, "Help for Sky_DX9 shader" )
|
||
|
|
||
|
BEGIN_SHADER_PARAMS
|
||
|
SHADER_PARAM_OVERRIDE( COLOR, SHADER_PARAM_TYPE_VEC3, "[ 1 1 1]", "color multiplier", SHADER_PARAM_NOT_EDITABLE )
|
||
|
SHADER_PARAM_OVERRIDE( ALPHA, SHADER_PARAM_TYPE_FLOAT, "1.0", "unused", SHADER_PARAM_NOT_EDITABLE )
|
||
|
END_SHADER_PARAMS
|
||
|
|
||
|
SHADER_FALLBACK
|
||
|
{
|
||
|
if( g_pHardwareConfig->GetDXSupportLevel() < 90 )
|
||
|
{
|
||
|
return "sky_dx6";
|
||
|
}
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
SHADER_INIT_PARAMS()
|
||
|
{
|
||
|
SET_FLAGS( MATERIAL_VAR_NOFOG );
|
||
|
SET_FLAGS( MATERIAL_VAR_IGNOREZ );
|
||
|
}
|
||
|
SHADER_INIT
|
||
|
{
|
||
|
if (params[BASETEXTURE]->IsDefined())
|
||
|
{
|
||
|
ImageFormat fmt = params[BASETEXTURE]->GetTextureValue()->GetImageFormat();
|
||
|
LoadTexture( BASETEXTURE, (fmt==IMAGE_FORMAT_RGBA16161616F) || (fmt==IMAGE_FORMAT_RGBA16161616) ? 0 : TEXTUREFLAGS_SRGB );
|
||
|
}
|
||
|
}
|
||
|
SHADER_DRAW
|
||
|
{
|
||
|
SHADOW_STATE
|
||
|
{
|
||
|
SetInitialShadowState();
|
||
|
|
||
|
// pShaderShadow->EnableAlphaWrites( true );
|
||
|
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,true);
|
||
|
|
||
|
pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, NULL, 0 );
|
||
|
|
||
|
DECLARE_STATIC_VERTEX_SHADER( sky_vs20 );
|
||
|
SET_STATIC_VERTEX_SHADER( sky_vs20 );
|
||
|
|
||
|
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
|
||
|
{
|
||
|
DECLARE_STATIC_PIXEL_SHADER( sky_ps20b );
|
||
|
SET_STATIC_PIXEL_SHADER( sky_ps20b );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
DECLARE_STATIC_PIXEL_SHADER( sky_ps20 );
|
||
|
SET_STATIC_PIXEL_SHADER( sky_ps20 );
|
||
|
}
|
||
|
// we are writing linear values from this shader.
|
||
|
pShaderShadow->EnableSRGBWrite( true );
|
||
|
|
||
|
pShaderShadow->EnableAlphaWrites( true );
|
||
|
}
|
||
|
|
||
|
DYNAMIC_STATE
|
||
|
{
|
||
|
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
|
||
|
float c1[4]={0,0,0,0};
|
||
|
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, c1);
|
||
|
|
||
|
float c0[4]={1,1,1,1};
|
||
|
if (params[COLOR]->IsDefined())
|
||
|
{
|
||
|
memcpy(c0,params[COLOR]->GetVecValue(),3*sizeof(float));
|
||
|
}
|
||
|
ITexture *txtr=params[BASETEXTURE]->GetTextureValue();
|
||
|
ImageFormat fmt=txtr->GetImageFormat();
|
||
|
if (
|
||
|
(fmt==IMAGE_FORMAT_RGBA16161616) ||
|
||
|
( (fmt==IMAGE_FORMAT_RGBA16161616F) &&
|
||
|
(g_pHardwareConfig->GetHDRType()==HDR_TYPE_INTEGER))
|
||
|
)
|
||
|
{
|
||
|
c0[0]*=16.0;
|
||
|
c0[1]*=16.0;
|
||
|
c0[2]*=16.0;
|
||
|
}
|
||
|
pShaderAPI->SetPixelShaderConstant(0,c0,1);
|
||
|
DECLARE_DYNAMIC_VERTEX_SHADER( sky_vs20 );
|
||
|
SET_DYNAMIC_VERTEX_SHADER( sky_vs20 );
|
||
|
|
||
|
// Texture coord transform
|
||
|
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, BASETEXTURETRANSFORM );
|
||
|
|
||
|
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
|
||
|
{
|
||
|
DECLARE_DYNAMIC_PIXEL_SHADER( sky_ps20b );
|
||
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, pShaderAPI->ShouldWriteDepthToDestAlpha() );
|
||
|
SET_DYNAMIC_PIXEL_SHADER( sky_ps20b );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
DECLARE_DYNAMIC_PIXEL_SHADER( sky_ps20 );
|
||
|
SET_DYNAMIC_PIXEL_SHADER( sky_ps20 );
|
||
|
}
|
||
|
}
|
||
|
Draw( );
|
||
|
}
|
||
|
|
||
|
END_SHADER
|
||
|
|