//========= Copyright (c) 1996-2006, Valve Corporation, All rights reserved. ============// // // Purpose: // // $Header: $ // $NoKeywords: $ //=============================================================================// #include "BaseVSShader.h" #include "cpp_shader_constant_register_map.h" #include "bik_ps20.inc" #include "bik_ps20b.inc" #include "bik_vs20.inc" // NOTE: This has to be the last file included! #include "tier0/memdbgon.h" BEGIN_VS_SHADER( Bik, "Help for Bik" ) BEGIN_SHADER_PARAMS SHADER_PARAM( YTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Y Bink Texture" ) // re-enable this if we want alpha blending // SHADER_PARAM( ATEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "A Bink Texture" ) SHADER_PARAM( CRTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Cr Bink Texture" ) SHADER_PARAM( CBTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Cb Bink Texture" ) END_SHADER_PARAMS SHADER_INIT_PARAMS() { } SHADER_FALLBACK { return 0; } SHADER_INIT { if ( params[YTEXTURE]->IsDefined() ) { LoadTexture( YTEXTURE ); } // if ( params[ATEXTURE]->IsDefined() ) // { // LoadTexture( ATEXTURE ); // } if ( params[CRTEXTURE]->IsDefined() ) { LoadTexture( CRTEXTURE ); } if ( params[CBTEXTURE]->IsDefined() ) { LoadTexture( CBTEXTURE ); } } SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); unsigned int flags = VERTEX_POSITION | VERTEX_COLOR; bool bHasVertexAlpha = IS_FLAG_SET( MATERIAL_VAR_VERTEXALPHA ); int numTexCoords = 1; pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 ); DECLARE_STATIC_VERTEX_SHADER( bik_vs20 ); SET_STATIC_VERTEX_SHADER( bik_vs20 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( bik_ps20b ); SET_STATIC_PIXEL_SHADER_COMBO( VERTEXALPHA, bHasVertexAlpha ); SET_STATIC_PIXEL_SHADER( bik_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( bik_ps20 ); SET_STATIC_PIXEL_SHADER_COMBO( VERTEXALPHA, bHasVertexAlpha ); SET_STATIC_PIXEL_SHADER( bik_ps20 ); } // The 360 needs an sRGB write, but NOT an sRGB read! // Commenting this out because we're not using PWL textures on X360 for Portal2. Also see the disabled shader sRGB read in bik_ps2x.fxc. //if ( IsX360() ) // pShaderShadow->EnableSRGBWrite( true ); //else pShaderShadow->EnableSRGBWrite( false ); if ( bHasVertexAlpha ) { EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); } } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_NONE, YTEXTURE, FRAME ); BindTexture( SHADER_SAMPLER1, TEXTURE_BINDFLAGS_NONE, CRTEXTURE, FRAME ); BindTexture( SHADER_SAMPLER2, TEXTURE_BINDFLAGS_NONE, CBTEXTURE, FRAME ); // BindTexture( SHADER_SAMPLER3, ATEXTURE, FRAME ); // We need the view matrix LoadViewMatrixIntoVertexShaderConstant( VERTEX_SHADER_VIEWMODEL ); DECLARE_DYNAMIC_VERTEX_SHADER( bik_vs20 ); SET_DYNAMIC_VERTEX_SHADER( bik_vs20 ); pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS ); float vEyePos_SpecExponent[4]; pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent ); vEyePos_SpecExponent[3] = 0.0f; pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( bik_ps20b ); SET_DYNAMIC_PIXEL_SHADER( bik_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( bik_ps20 ); SET_DYNAMIC_PIXEL_SHADER( bik_ps20 ); } } Draw( ); } END_SHADER