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91 lines
2.4 KiB
91 lines
2.4 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#include "BaseVSShader.h" |
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#include "writez_vs20.inc" |
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#include "white_ps20.inc" |
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#include "white_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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ConVar gl_amd_occlusion_workaround( "gl_amd_occlusion_workaround", "1" ); |
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DEFINE_FALLBACK_SHADER( Occlusion, Occlusion_DX9 ) |
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BEGIN_VS_SHADER_FLAGS( Occlusion_DX9, "Help for Occlusion", SHADER_NOT_EDITABLE ) |
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BEGIN_SHADER_PARAMS |
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END_SHADER_PARAMS |
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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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{ |
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return "Occlusion_DX8"; |
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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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} |
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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->EnableColorWrites( false ); |
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pShaderShadow->EnableAlphaWrites( false ); |
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pShaderShadow->EnableDepthWrites( false ); |
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DECLARE_STATIC_VERTEX_SHADER( writez_vs20 ); |
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SET_STATIC_VERTEX_SHADER( writez_vs20 ); |
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// No pixel shader on Direct3D, doubles fill rate |
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if ( g_pHardwareConfig->PlatformRequiresNonNullPixelShaders() ) |
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{ |
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DECLARE_STATIC_PIXEL_SHADER( white_ps20 ); |
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SET_STATIC_PIXEL_SHADER( white_ps20 ); |
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// Workaround for weird AMD bug - if sRGB write isn't enabled here then sRGB write enable in subsequent world rendering passes will randomly not take effect (even though we're enabling it) in the driver. |
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if ( ( IsLinux() || IsWindows() ) && gl_amd_occlusion_workaround.GetBool() ) |
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{ |
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pShaderShadow->EnableSRGBWrite( true ); |
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} |
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} |
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// Set stream format (note that this shader supports compression) |
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unsigned int flags = VERTEX_POSITION | VERTEX_FORMAT_COMPRESSED; |
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int nTexCoordCount = 1; |
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int userDataSize = 0; |
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pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize ); |
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} |
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DYNAMIC_STATE |
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{ |
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DECLARE_DYNAMIC_VERTEX_SHADER( writez_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_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); |
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SET_DYNAMIC_VERTEX_SHADER( writez_vs20 ); |
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// No pixel shader on Direct3D, doubles fill rate |
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if ( g_pHardwareConfig->PlatformRequiresNonNullPixelShaders() ) |
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{ |
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DECLARE_DYNAMIC_PIXEL_SHADER( white_ps20 ); |
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SET_DYNAMIC_PIXEL_SHADER( white_ps20 ); |
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} |
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} |
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Draw(); |
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} |
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END_SHADER |
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