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107 lines
2.9 KiB
107 lines
2.9 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 "cpp_shader_constant_register_map.h" |
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#include "windowimposter_vs20.inc" |
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#include "windowimposter_ps20.inc" |
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#include "windowimposter_ps20b.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( WindowImposter, WindowImposter_DX90 ) |
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BEGIN_VS_SHADER( WindowImposter_DX90, |
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"Help for WindowImposter_DX90" ) |
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BEGIN_SHADER_PARAMS |
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SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" ) |
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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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} |
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SHADER_FALLBACK |
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{ |
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if ( g_pHardwareConfig->GetDXSupportLevel() < 90) |
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return "WindowImposter_DX80"; |
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return NULL; |
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} |
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SHADER_INIT |
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{ |
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LoadCubeMap( ENVMAP ); |
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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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if( g_pHardwareConfig->GetHDRType() != HDR_TYPE_NONE ) |
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pShaderShadow->EnableSRGBWrite( true ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); |
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DECLARE_STATIC_VERTEX_SHADER( windowimposter_vs20 ); |
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SET_STATIC_VERTEX_SHADER( windowimposter_vs20 ); |
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
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{ |
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DECLARE_STATIC_PIXEL_SHADER( windowimposter_ps20b ); |
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SET_STATIC_PIXEL_SHADER( windowimposter_ps20b ); |
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} |
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else |
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{ |
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DECLARE_STATIC_PIXEL_SHADER( windowimposter_ps20 ); |
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SET_STATIC_PIXEL_SHADER( windowimposter_ps20 ); |
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} |
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pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 ); |
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pShaderShadow->EnableBlending( true ); |
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pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); |
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pShaderShadow->EnableDepthWrites( false ); |
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FogToFogColor(); |
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} |
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DYNAMIC_STATE |
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{ |
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DECLARE_DYNAMIC_VERTEX_SHADER( windowimposter_vs20 ); |
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); |
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SET_DYNAMIC_VERTEX_SHADER( windowimposter_vs20 ); |
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
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{ |
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DECLARE_DYNAMIC_PIXEL_SHADER( windowimposter_ps20b ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); |
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SET_DYNAMIC_PIXEL_SHADER( windowimposter_ps20b ); |
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} |
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else |
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{ |
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DECLARE_DYNAMIC_PIXEL_SHADER( windowimposter_ps20 ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); |
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SET_DYNAMIC_PIXEL_SHADER( windowimposter_ps20 ); |
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} |
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pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS ); |
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float vEyePos_SpecExponent[4]; |
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pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent ); |
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vEyePos_SpecExponent[3] = 0.0f; |
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pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 ); |
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BindTexture( SHADER_SAMPLER0, ENVMAP, -1 ); |
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SetModulationVertexShaderDynamicState(); |
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} |
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Draw(); |
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} |
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END_SHADER
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