Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//===========================================================================//
#include "shaderlib/cshader.h"
#define USE_NEW_SHADER //Updating assembly shaders to fxc, this is for A/B testing.
#ifdef USE_NEW_SHADER
#include "unlitgeneric_vs20.inc"
#include "unlitgeneric_ps20.inc"
#include "unlitgeneric_ps20b.inc"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
BEGIN_SHADER_FLAGS( DebugLuxels, "Help for DebugLuxels", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS
SHADER_PARAM( NOSCALE, SHADER_PARAM_TYPE_BOOL, "0", "fixme" )
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
#ifdef USE_NEW_SHADER
if( g_pHardwareConfig->GetDXSupportLevel() >= 90 )
{
SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
}
#endif
}
SHADER_INIT
{
LoadTexture( BASETEXTURE );
}
SHADER_DRAW
{
SHADOW_STATE
{
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
if (IS_FLAG_SET(MATERIAL_VAR_TRANSLUCENT))
{
pShaderShadow->EnableBlending( true );
pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
}
if (IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR))
pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_COLOR | SHADER_DRAW_LIGHTMAP_TEXCOORD0 );
else
pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_LIGHTMAP_TEXCOORD0 );
#ifdef USE_NEW_SHADER
if( g_pHardwareConfig->GetDXSupportLevel() >= 90 )
{
bool bVertexColor = IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR);
DECLARE_STATIC_VERTEX_SHADER( unlitgeneric_vs20 );
SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, bVertexColor ? 1 : 0 );
SET_STATIC_VERTEX_SHADER( unlitgeneric_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( unlitgeneric_ps20b );
SET_STATIC_PIXEL_SHADER( unlitgeneric_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( unlitgeneric_ps20 );
SET_STATIC_PIXEL_SHADER( unlitgeneric_ps20 );
}
}
#endif
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
int texCoordScaleX = 1, texCoordScaleY = 1;
if (!params[NOSCALE]->GetIntValue())
{
pShaderAPI->GetLightmapDimensions( &texCoordScaleX, &texCoordScaleY );
}
#ifdef USE_NEW_SHADER
if( g_pHardwareConfig->GetDXSupportLevel() >= 90 )
{
float vVertexColor[4] = { IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR) ? 1.0f : 0.0f, 0.0f, 0.0f, 0.0f };
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, vVertexColor, 1 );
DECLARE_DYNAMIC_VERTEX_SHADER( unlitgeneric_vs20 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
SET_DYNAMIC_VERTEX_SHADER( unlitgeneric_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( unlitgeneric_ps20b );
SET_DYNAMIC_PIXEL_SHADER( unlitgeneric_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( unlitgeneric_ps20 );
SET_DYNAMIC_PIXEL_SHADER( unlitgeneric_ps20 );
}
//texture scale transform
Vector4D transformation[2];
transformation[0].Init( (float)texCoordScaleX, 0.0f, 0.0f, 0.0f );
transformation[1].Init( 0.0f, (float)texCoordScaleY, 0.0f, 0.0f );
s_pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, transformation[0].Base(), 2 );
}
else
#endif
{
if (!params[NOSCALE]->GetIntValue())
{
pShaderAPI->MatrixMode( MATERIAL_TEXTURE0 );
pShaderAPI->LoadIdentity( );
pShaderAPI->ScaleXY( texCoordScaleX, texCoordScaleY );
}
}
}
Draw();
}
END_SHADER