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104 lines
3.6 KiB
104 lines
3.6 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 "IntroScreenSpaceEffect_ps20.inc" |
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#include "IntroScreenSpaceEffect_ps20b.inc" |
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BEGIN_VS_SHADER_FLAGS( IntroScreenSpaceEffect, "Help for IntroScreenSpaceEffect", SHADER_NOT_EDITABLE ) |
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BEGIN_SHADER_PARAMS |
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SHADER_PARAM( MODE, SHADER_PARAM_TYPE_INTEGER, "0", "" ) |
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SHADER_PARAM( ENABLESRGB, SHADER_PARAM_TYPE_BOOL, "0", "" ) |
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END_SHADER_PARAMS |
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SHADER_INIT_PARAMS() |
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{ |
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SET_FLAGS2( MATERIAL_VAR2_NEEDS_FULL_FRAME_BUFFER_TEXTURE ); |
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if ( !params[ENABLESRGB]->IsDefined() ) |
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{ |
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params[ENABLESRGB]->SetIntValue( 0 ); |
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} |
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} |
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SHADER_INIT |
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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 ( IsWindows() && ( g_pHardwareConfig->GetDXSupportLevel() < 90 || g_pHardwareConfig->PreferReducedFillrate() ) ) |
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return "IntroScreenSpaceEffect_dx80"; |
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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->EnableTexture( SHADER_SAMPLER0, true ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); |
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// On OpenGL OSX, we MUST do sRGB reads from the bloom and full framebuffer textures AND sRGB writes on the way out to the framebuffer. |
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if ( params[ENABLESRGB]->GetIntValue() || IsOSX() ) |
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{ |
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); |
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true ); |
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pShaderShadow->EnableSRGBWrite( true ); |
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} |
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// Only need the adapter if the shader expects sRGB values and we're forced to do an sRGB read by the API/Hardware |
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bool bNeedsSRGBAdapter = ( params[ENABLESRGB]->GetIntValue() == 0 ) && IsOSX() && !g_pHardwareConfig->FakeSRGBWrite() && g_pHardwareConfig->CanDoSRGBReadFromRTs(); |
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pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 ); |
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DECLARE_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 ); |
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SET_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 ); |
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if ( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() ) // GL always goes the ps2b way for this shader, even on "ps20" parts |
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{ |
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DECLARE_STATIC_PIXEL_SHADER( introscreenspaceeffect_ps20b ); |
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SET_STATIC_PIXEL_SHADER_COMBO( LINEAR_TO_SRGB, bNeedsSRGBAdapter ); |
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SET_STATIC_PIXEL_SHADER( introscreenspaceeffect_ps20b ); |
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} |
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else |
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{ |
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DECLARE_STATIC_PIXEL_SHADER( introscreenspaceeffect_ps20 ); |
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SET_STATIC_PIXEL_SHADER( introscreenspaceeffect_ps20 ); |
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} |
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pShaderShadow->EnableBlending( true ); |
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pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE ); |
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} |
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DYNAMIC_STATE |
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{ |
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 ); |
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_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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if ( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() ) // Posix always goes the ps2b way for this shader, even on "ps20" parts |
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{ |
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DECLARE_DYNAMIC_PIXEL_SHADER( introscreenspaceeffect_ps20b ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( MODE, params[MODE]->GetIntValue() ); |
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SET_DYNAMIC_PIXEL_SHADER( introscreenspaceeffect_ps20b ); |
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} |
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else |
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{ |
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DECLARE_DYNAMIC_PIXEL_SHADER( introscreenspaceeffect_ps20 ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( MODE, params[MODE]->GetIntValue() ); |
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SET_DYNAMIC_PIXEL_SHADER( introscreenspaceeffect_ps20 ); |
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} |
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SetPixelShaderConstant( 0, ALPHA ); |
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} |
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Draw(); |
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} |
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END_SHADER
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