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.
196 lines
6.7 KiB
196 lines
6.7 KiB
//========= 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
|
|
|