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150 lines
4.4 KiB
150 lines
4.4 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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//=============================================================================// |
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#include "BaseVSShader.h" |
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#include "unlittwotexture.inc" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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DEFINE_FALLBACK_SHADER( MonitorScreen, MonitorScreen_DX8 ) |
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BEGIN_VS_SHADER( MonitorScreen_DX8, |
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"This is a shader that does a contrast/saturation version of base times lightmap." ) |
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BEGIN_SHADER_PARAMS |
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SHADER_PARAM( CONTRAST, SHADER_PARAM_TYPE_FLOAT, "0.0", "contrast 0 == normal 1 == color*color" ) |
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SHADER_PARAM( SATURATION, SHADER_PARAM_TYPE_FLOAT, "1.0", "saturation 0 == greyscale 1 == normal" ) |
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SHADER_PARAM( TINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "monitor tint" ) |
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SHADER_PARAM( TEXTURE2, SHADER_PARAM_TYPE_TEXTURE, "shadertest/lightmappedtexture", "second texture" ) |
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SHADER_PARAM( FRAME2, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $texture2" ) |
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SHADER_PARAM( TEXTURE2TRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$texture2 texcoord transform" ) |
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END_SHADER_PARAMS |
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// Set up anything that is necessary to make decisions in SHADER_FALLBACK. |
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SHADER_INIT_PARAMS() |
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{ |
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SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); |
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if( !params[CONTRAST]->IsDefined() ) |
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{ |
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params[CONTRAST]->SetFloatValue( 0.0f ); |
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} |
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if( !params[SATURATION]->IsDefined() ) |
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{ |
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params[SATURATION]->SetFloatValue( 1.0f ); |
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} |
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if( !params[TINT]->IsDefined() ) |
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{ |
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params[TINT]->SetVecValue( 1.0f, 1.0f, 1.0f ); |
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} |
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if (!IS_FLAG_DEFINED( MATERIAL_VAR_MODEL )) |
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{ |
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CLEAR_FLAGS( MATERIAL_VAR_MODEL ); |
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} |
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} |
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SHADER_FALLBACK |
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{ |
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if( IsPC() && g_pHardwareConfig->GetDXSupportLevel() < 80 || (params && !params[BASETEXTURE]->IsDefined()) ) |
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{ |
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if( IS_FLAG_DEFINED( MATERIAL_VAR_MODEL ) ) |
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{ |
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return "VertexLitGeneric_DX6"; |
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} |
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else |
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{ |
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return "LightmappedGeneric_DX6"; |
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} |
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} |
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return 0; |
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} |
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SHADER_INIT |
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{ |
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if (params[BASETEXTURE]->IsDefined()) |
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{ |
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LoadTexture( BASETEXTURE ); |
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} |
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if (params[TEXTURE2]->IsDefined()) |
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{ |
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LoadTexture( TEXTURE2 ); |
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} |
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} |
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SHADER_DRAW |
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{ |
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bool bHasTexture2 = params[TEXTURE2]->IsTexture(); |
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SHADOW_STATE |
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{ |
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); |
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); |
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if ( bHasTexture2 ) |
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{ |
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); |
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true ); |
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} |
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pShaderShadow->EnableSRGBWrite( true ); |
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// Either we've got a constant modulation |
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bool isTranslucent = IsAlphaModulating(); |
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// Or we've got a texture alpha on either texture |
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isTranslucent = isTranslucent || TextureIsTranslucent( BASETEXTURE, true ) || |
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TextureIsTranslucent( TEXTURE2, true ); |
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if ( isTranslucent ) |
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{ |
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if ( IS_FLAG_SET(MATERIAL_VAR_ADDITIVE) ) |
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EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE ); |
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else |
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EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); |
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} |
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else |
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{ |
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if ( IS_FLAG_SET(MATERIAL_VAR_ADDITIVE) ) |
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EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); |
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else |
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DisableAlphaBlending( ); |
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} |
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int fmt = VERTEX_POSITION | VERTEX_NORMAL; |
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if (IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR )) |
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fmt |= VERTEX_COLOR; |
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pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 ); |
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unlittwotexture_Static_Index vshIndex; |
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pShaderShadow->SetVertexShader( "UnlitTwoTexture", vshIndex.GetIndex() ); |
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int pshIndex = bHasTexture2 ? 1 : 0; |
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pShaderShadow->SetPixelShader( "MonitorScreen", pshIndex ); |
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DefaultFog(); |
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} |
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DYNAMIC_STATE |
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{ |
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); |
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if( bHasTexture2 ) |
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{ |
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BindTexture( SHADER_SAMPLER1, TEXTURE2, FRAME2 ); |
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SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, TEXTURE2TRANSFORM ); |
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} |
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SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM ); |
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SetPixelShaderConstant( 1, CONTRAST ); |
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SetPixelShaderConstant( 2, SATURATION ); |
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SetPixelShaderConstant( 3, TINT ); |
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SetModulationVertexShaderDynamicState(); |
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unlittwotexture_Dynamic_Index vshIndex; |
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); |
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vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 ); |
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); |
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} |
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Draw(); |
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} |
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END_SHADER
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