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111 lines
3.0 KiB
111 lines
3.0 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 "common_hlsl_cpp_consts.h" |
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BEGIN_VS_SHADER( Sample4x4_Blend, "Help for Sample4x4_Blend" ) |
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BEGIN_SHADER_PARAMS |
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SHADER_PARAM( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" ) |
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SHADER_PARAM( PIXSHADER, SHADER_PARAM_TYPE_STRING, "sample4x4_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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LoadTexture( BASETEXTURE ); |
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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->SupportsVertexAndPixelShaders()) |
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{ |
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Assert( 0 ); |
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return "Wireframe"; |
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} |
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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->EnableAlphaWrites( true ); |
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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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pShaderShadow->SetVertexShader( "Downsample_vs20", 0 ); |
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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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pShaderShadow->EnableBlending( true ); |
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pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, |
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SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); |
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} |
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DYNAMIC_STATE |
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{ |
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, -1 ); |
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ITexture *src_texture=params[BASETEXTURE]->GetTextureValue(); |
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int width=src_texture->GetActualWidth(); |
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int height=src_texture->GetActualHeight(); |
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float v[4]; |
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float dX = 1.0f / width; |
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float dY = 1.0f / height; |
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v[0] = -dX; |
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v[1] = -dY; |
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, v, 1 ); |
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v[0] = -dX; |
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v[1] = dY; |
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, v, 1 ); |
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v[0] = dX; |
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v[1] = -dY; |
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, v, 1 ); |
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v[0] = dX; |
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v[1] = dY; |
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, v, 1 ); |
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pShaderAPI->SetVertexShaderIndex( 0 ); |
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pShaderAPI->SetPixelShaderIndex( 0 ); |
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// store the ALPHA material var into c0 |
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v[0] = ALPHA; |
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pShaderAPI->SetPixelShaderConstant( 0, v, 1 ); |
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} |
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Draw(); |
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} |
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END_SHADER
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