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93 lines
2.6 KiB
93 lines
2.6 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#include "BaseVSShader.h" |
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#include "screenspaceeffect_vs20.inc" |
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#include "floattoscreen_ps20.inc" |
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#include "floattoscreen_ps20b.inc" |
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#include "convar.h" |
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BEGIN_VS_SHADER_FLAGS( floattoscreen, "Help for floattoscreen", SHADER_NOT_EDITABLE ) |
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BEGIN_SHADER_PARAMS |
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SHADER_PARAM( FBTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" ) |
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SHADER_PARAM( PIXSHADER, SHADER_PARAM_TYPE_STRING, "floattoscreen_ps20", "Name of the pixel shader to use" ) |
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END_SHADER_PARAMS |
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SHADER_INIT |
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{ |
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if( params[FBTEXTURE]->IsDefined() ) |
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{ |
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LoadTexture( FBTEXTURE ); |
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} |
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} |
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SHADER_FALLBACK |
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{ |
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// Requires DX9 + above |
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if ( g_pHardwareConfig->GetDXSupportLevel() < 90 ) |
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return "Wireframe"; |
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return 0; |
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} |
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SHADER_DRAW |
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{ |
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SHADOW_STATE |
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{ |
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pShaderShadow->EnableDepthWrites( false ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); |
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int fmt = VERTEX_POSITION; |
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pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 ); |
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// convert from linear to gamma on write. |
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pShaderShadow->EnableSRGBWrite( true ); |
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// Pre-cache shaders |
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DECLARE_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 ); |
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SET_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 ); |
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// DECLARE_STATIC_PIXEL_SHADER( floattoscreen_ps20 ); |
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// SET_STATIC_PIXEL_SHADER( floattoscreen_ps20 ); |
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
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{ |
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const char *szPixelShader = params[PIXSHADER]->GetStringValue(); |
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size_t iLength = Q_strlen( szPixelShader ); |
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if( (iLength > 5) && (Q_stricmp( &szPixelShader[iLength - 5], "_ps20" ) == 0) ) //detect if it's trying to load a ps20 shader |
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{ |
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//replace it with the ps20b shader |
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char *szNewName = (char *)stackalloc( sizeof( char ) * (iLength + 2) ); |
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memcpy( szNewName, szPixelShader, sizeof( char ) * iLength ); |
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szNewName[iLength] = 'b'; |
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szNewName[iLength + 1] = '\0'; |
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pShaderShadow->SetPixelShader( szNewName, 0 ); |
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} |
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else |
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{ |
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pShaderShadow->SetPixelShader( params[PIXSHADER]->GetStringValue(), 0 ); |
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} |
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} |
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else |
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{ |
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pShaderShadow->SetPixelShader( params[PIXSHADER]->GetStringValue(), 0 ); |
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} |
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} |
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DYNAMIC_STATE |
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{ |
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BindTexture( SHADER_SAMPLER0, FBTEXTURE, -1 ); |
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DECLARE_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 ); |
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SET_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 ); |
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// DECLARE_DYNAMIC_PIXEL_SHADER( floattoscreen_ps20 ); |
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// SET_DYNAMIC_PIXEL_SHADER( floattoscreen_ps20 ); |
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pShaderAPI->SetPixelShaderIndex( 0 ); |
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} |
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Draw(); |
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} |
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END_SHADER
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