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132 lines
3.7 KiB
132 lines
3.7 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $Header: $ |
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// $NoKeywords: $ |
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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 "bik_ps20.inc" |
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#include "bik_ps20b.inc" |
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#include "bik_vs20.inc" |
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BEGIN_VS_SHADER( Bik, "Help for Bik" ) |
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BEGIN_SHADER_PARAMS |
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SHADER_PARAM( YTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Y Bink Texture" ) |
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// re-enable this if we want alpha blending |
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// SHADER_PARAM( ATEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "A Bink Texture" ) |
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SHADER_PARAM( CRTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Cr Bink Texture" ) |
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SHADER_PARAM( CBTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Cb Bink Texture" ) |
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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 "bik_dx81"; |
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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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if ( params[YTEXTURE]->IsDefined() ) |
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{ |
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LoadTexture( YTEXTURE ); |
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} |
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// if ( params[ATEXTURE]->IsDefined() ) |
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// { |
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// LoadTexture( ATEXTURE ); |
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// } |
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if ( params[CRTEXTURE]->IsDefined() ) |
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{ |
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LoadTexture( CRTEXTURE ); |
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} |
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if ( params[CBTEXTURE]->IsDefined() ) |
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{ |
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LoadTexture( CBTEXTURE ); |
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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->EnableTexture( SHADER_SAMPLER0, true ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); |
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// pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); |
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unsigned int flags = VERTEX_POSITION; |
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int numTexCoords = 1; |
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pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 ); |
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DECLARE_STATIC_VERTEX_SHADER( bik_vs20 ); |
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SET_STATIC_VERTEX_SHADER( bik_vs20 ); |
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
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{ |
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DECLARE_STATIC_PIXEL_SHADER( bik_ps20b ); |
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SET_STATIC_PIXEL_SHADER( bik_ps20b ); |
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} |
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else |
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{ |
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DECLARE_STATIC_PIXEL_SHADER( bik_ps20 ); |
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SET_STATIC_PIXEL_SHADER( bik_ps20 ); |
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} |
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// The 360 needs an sRGB write, but NOT an sRGB read! |
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if ( IsX360() ) |
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pShaderShadow->EnableSRGBWrite( true ); |
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else |
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pShaderShadow->EnableSRGBWrite( false ); |
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// EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, 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, YTEXTURE, FRAME ); |
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BindTexture( SHADER_SAMPLER1, CRTEXTURE, FRAME ); |
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BindTexture( SHADER_SAMPLER2, CBTEXTURE, FRAME ); |
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// BindTexture( SHADER_SAMPLER3, ATEXTURE, FRAME ); |
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// We need the view matrix |
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LoadViewMatrixIntoVertexShaderConstant( VERTEX_SHADER_VIEWMODEL ); |
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MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode(); |
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int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0; |
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DECLARE_DYNAMIC_VERTEX_SHADER( bik_vs20 ); |
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex ); |
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SET_DYNAMIC_VERTEX_SHADER( bik_vs20 ); |
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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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if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
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{ |
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DECLARE_DYNAMIC_PIXEL_SHADER( bik_ps20b ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); |
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SET_DYNAMIC_PIXEL_SHADER( bik_ps20b ); |
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} |
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else |
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{ |
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DECLARE_DYNAMIC_PIXEL_SHADER( bik_ps20 ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); |
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SET_DYNAMIC_PIXEL_SHADER( bik_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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