//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #include "BaseVSShader.h" #include "SDK_screenspaceeffect_vs20.inc" DEFINE_FALLBACK_SHADER( SDK_screenspace_general, SDK_screenspace_general_dx9 ) BEGIN_VS_SHADER_FLAGS( SDK_screenspace_general_dx9, "Help for screenspace_general", SHADER_NOT_EDITABLE ) BEGIN_SHADER_PARAMS SHADER_PARAM( C0_X,SHADER_PARAM_TYPE_FLOAT,"0","") SHADER_PARAM( C0_Y,SHADER_PARAM_TYPE_FLOAT,"0","") SHADER_PARAM( C0_Z,SHADER_PARAM_TYPE_FLOAT,"0","") SHADER_PARAM( C0_W,SHADER_PARAM_TYPE_FLOAT,"0","") SHADER_PARAM( C1_X,SHADER_PARAM_TYPE_FLOAT,"0","") SHADER_PARAM( C1_Y,SHADER_PARAM_TYPE_FLOAT,"0","") SHADER_PARAM( C1_Z,SHADER_PARAM_TYPE_FLOAT,"0","") SHADER_PARAM( C1_W,SHADER_PARAM_TYPE_FLOAT,"0","") SHADER_PARAM( C2_X,SHADER_PARAM_TYPE_FLOAT,"0","") SHADER_PARAM( C2_Y,SHADER_PARAM_TYPE_FLOAT,"0","") SHADER_PARAM( C2_Z,SHADER_PARAM_TYPE_FLOAT,"0","") SHADER_PARAM( C2_W,SHADER_PARAM_TYPE_FLOAT,"0","") SHADER_PARAM( C3_X,SHADER_PARAM_TYPE_FLOAT,"0","") SHADER_PARAM( C3_Y,SHADER_PARAM_TYPE_FLOAT,"0","") SHADER_PARAM( C3_Z,SHADER_PARAM_TYPE_FLOAT,"0","") SHADER_PARAM( C3_W,SHADER_PARAM_TYPE_FLOAT,"0","") SHADER_PARAM( PIXSHADER, SHADER_PARAM_TYPE_STRING, "", "Name of the pixel shader to use" ) SHADER_PARAM( DISABLE_COLOR_WRITES,SHADER_PARAM_TYPE_INTEGER,"0","") SHADER_PARAM( ALPHATESTED,SHADER_PARAM_TYPE_FLOAT,"0","") SHADER_PARAM( TEXTURE1, SHADER_PARAM_TYPE_TEXTURE, "", "" ) SHADER_PARAM( TEXTURE2, SHADER_PARAM_TYPE_TEXTURE, "", "" ) SHADER_PARAM( TEXTURE3, SHADER_PARAM_TYPE_TEXTURE, "", "" ) SHADER_PARAM( LINEARREAD_BASETEXTURE, SHADER_PARAM_TYPE_INTEGER, "0", "" ) SHADER_PARAM( LINEARREAD_TEXTURE1, SHADER_PARAM_TYPE_INTEGER, "0", "" ) SHADER_PARAM( LINEARREAD_TEXTURE2, SHADER_PARAM_TYPE_INTEGER, "0", "" ) SHADER_PARAM( LINEARREAD_TEXTURE3, SHADER_PARAM_TYPE_INTEGER, "0", "" ) SHADER_PARAM( LINEARWRITE,SHADER_PARAM_TYPE_INTEGER,"0","") SHADER_PARAM( X360APPCHOOSER, SHADER_PARAM_TYPE_INTEGER, "0", "Needed for movies in 360 launcher" ) END_SHADER_PARAMS SHADER_INIT { if ( params[BASETEXTURE]->IsDefined() ) { LoadTexture( BASETEXTURE ); } if ( params[TEXTURE1]->IsDefined() ) { LoadTexture( TEXTURE1 ); } if ( params[TEXTURE2]->IsDefined() ) { LoadTexture( TEXTURE2 ); } if ( params[TEXTURE3]->IsDefined() ) { LoadTexture( TEXTURE3 ); } } SHADER_FALLBACK { if ( g_pHardwareConfig->GetDXSupportLevel() < 90 ) { return "screenspace_general_dx8"; } return 0; } SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableDepthWrites( false ); if (params[BASETEXTURE]->IsDefined()) { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); ITexture *txtr=params[BASETEXTURE]->GetTextureValue(); ImageFormat fmt=txtr->GetImageFormat(); if ((fmt==IMAGE_FORMAT_RGBA16161616F) || (fmt==IMAGE_FORMAT_RGBA16161616)) pShaderShadow->EnableSRGBRead(SHADER_SAMPLER0,false); else pShaderShadow->EnableSRGBRead(SHADER_SAMPLER0, !params[LINEARREAD_BASETEXTURE]->IsDefined() || !params[LINEARREAD_BASETEXTURE]->GetIntValue() ); } if (params[TEXTURE1]->IsDefined()) { pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); ITexture *txtr=params[TEXTURE1]->GetTextureValue(); ImageFormat fmt=txtr->GetImageFormat(); if ((fmt==IMAGE_FORMAT_RGBA16161616F) || (fmt==IMAGE_FORMAT_RGBA16161616)) pShaderShadow->EnableSRGBRead(SHADER_SAMPLER1,false); else pShaderShadow->EnableSRGBRead(SHADER_SAMPLER1, !params[LINEARREAD_TEXTURE1]->IsDefined() || !params[LINEARREAD_TEXTURE1]->GetIntValue() ); } if (params[TEXTURE2]->IsDefined()) { pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); ITexture *txtr=params[TEXTURE2]->GetTextureValue(); ImageFormat fmt=txtr->GetImageFormat(); if ((fmt==IMAGE_FORMAT_RGBA16161616F) || (fmt==IMAGE_FORMAT_RGBA16161616)) pShaderShadow->EnableSRGBRead(SHADER_SAMPLER2,false); else pShaderShadow->EnableSRGBRead(SHADER_SAMPLER2, !params[LINEARREAD_TEXTURE2]->IsDefined() || !params[LINEARREAD_TEXTURE2]->GetIntValue() ); } if (params[TEXTURE3]->IsDefined()) { pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); ITexture *txtr=params[TEXTURE3]->GetTextureValue(); ImageFormat fmt=txtr->GetImageFormat(); if ((fmt==IMAGE_FORMAT_RGBA16161616F) || (fmt==IMAGE_FORMAT_RGBA16161616)) pShaderShadow->EnableSRGBRead(SHADER_SAMPLER3,false); else pShaderShadow->EnableSRGBRead(SHADER_SAMPLER3, !params[LINEARREAD_TEXTURE3]->IsDefined() || !params[LINEARREAD_TEXTURE3]->GetIntValue() ); } int fmt = VERTEX_POSITION; if ( IS_PARAM_DEFINED( X360APPCHOOSER ) && ( params[X360APPCHOOSER]->GetIntValue() ) ) { fmt |= VERTEX_COLOR; EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); } pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 ); // maybe convert from linear to gamma on write. bool srgb_write=true; if (params[LINEARWRITE]->GetFloatValue()) srgb_write=false; pShaderShadow->EnableSRGBWrite( srgb_write ); // Pre-cache shaders DECLARE_STATIC_VERTEX_SHADER( sdk_screenspaceeffect_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( X360APPCHOOSER, IS_PARAM_DEFINED( X360APPCHOOSER ) ? params[X360APPCHOOSER]->GetIntValue() : 0 ); vsh_forgot_to_set_static_X360APPCHOOSER = 0; // This is a dirty workaround to the shortcut [= 0] in the fxc SET_STATIC_VERTEX_SHADER( sdk_screenspaceeffect_vs20 ); if (params[DISABLE_COLOR_WRITES]->GetIntValue()) { pShaderShadow->EnableColorWrites(false); } // if (params[ALPHATESTED]->GetFloatValue()) { pShaderShadow->EnableAlphaTest(true); pShaderShadow->AlphaFunc(SHADER_ALPHAFUNC_GREATER,0.0); } if ( IS_FLAG_SET(MATERIAL_VAR_ADDITIVE) ) { EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); } if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { const char *szPixelShader = params[PIXSHADER]->GetStringValue(); size_t iLength = Q_strlen( szPixelShader ); if( (iLength > 5) && (Q_stricmp( &szPixelShader[iLength - 5], "_ps20" ) == 0) ) //detect if it's trying to load a ps20 shader { //replace it with the ps20b shader char *szNewName = (char *)stackalloc( sizeof( char ) * (iLength + 2) ); memcpy( szNewName, szPixelShader, sizeof( char ) * iLength ); szNewName[iLength] = 'b'; szNewName[iLength + 1] = '\0'; pShaderShadow->SetPixelShader( szNewName, 0 ); } else { pShaderShadow->SetPixelShader( params[PIXSHADER]->GetStringValue(), 0 ); } } else { pShaderShadow->SetPixelShader( params[PIXSHADER]->GetStringValue(), 0 ); } } DYNAMIC_STATE { if (params[BASETEXTURE]->IsDefined()) { BindTexture( SHADER_SAMPLER0, BASETEXTURE, -1 ); } if (params[TEXTURE1]->IsDefined()) { BindTexture( SHADER_SAMPLER1, TEXTURE1, -1 ); } if (params[TEXTURE2]->IsDefined()) { BindTexture( SHADER_SAMPLER2, TEXTURE2, -1 ); } if (params[TEXTURE3]->IsDefined()) { BindTexture( SHADER_SAMPLER3, TEXTURE3, -1 ); } float c0[]={ params[C0_X]->GetFloatValue(), params[C0_Y]->GetFloatValue(), params[C0_Z]->GetFloatValue(), params[C0_W]->GetFloatValue(), params[C1_X]->GetFloatValue(), params[C1_Y]->GetFloatValue(), params[C1_Z]->GetFloatValue(), params[C1_W]->GetFloatValue(), params[C2_X]->GetFloatValue(), params[C2_Y]->GetFloatValue(), params[C2_Z]->GetFloatValue(), params[C2_W]->GetFloatValue(), params[C3_X]->GetFloatValue(), params[C3_Y]->GetFloatValue(), params[C3_Z]->GetFloatValue(), params[C3_W]->GetFloatValue() }; pShaderAPI->SetPixelShaderConstant( 0, c0, ARRAYSIZE(c0)/4 ); float eyePos[4]; pShaderAPI->GetWorldSpaceCameraPosition( eyePos ); pShaderAPI->SetPixelShaderConstant( 10, eyePos, 1 ); pShaderAPI->SetVertexShaderIndex( 0 ); pShaderAPI->SetPixelShaderIndex( 0 ); DECLARE_DYNAMIC_VERTEX_SHADER( sdk_screenspaceeffect_vs20 ); SET_DYNAMIC_VERTEX_SHADER( sdk_screenspaceeffect_vs20 ); } Draw(); } END_SHADER