Joe Ludwig 7309a5f13f Added many shader source files
This should include the latest version of every shader that was in the
2007 SDK. It also includes a smattering of debug shaders, both VR
distortion shaders, and other assorted shaders that will hopefully be
useful.

None of these new files are included in the game shader DLL project. If
you need to modify one of these shaders for use in your mod you will
need to rename it so that you don't collide with the version of that
shader that lives in stdshader_dx9.dll.
2013-12-23 15:00:03 -08:00

127 lines
3.4 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "sky_vs20.inc"
#include "sky_ps20.inc"
#include "sky_ps20b.inc"
#include "convar.h"
BEGIN_VS_SHADER( Sky_DX9, "Help for Sky_DX9 shader" )
BEGIN_SHADER_PARAMS
SHADER_PARAM_OVERRIDE( COLOR, SHADER_PARAM_TYPE_VEC3, "[ 1 1 1]", "color multiplier", SHADER_PARAM_NOT_EDITABLE )
SHADER_PARAM_OVERRIDE( ALPHA, SHADER_PARAM_TYPE_FLOAT, "1.0", "unused", SHADER_PARAM_NOT_EDITABLE )
END_SHADER_PARAMS
SHADER_FALLBACK
{
if( g_pHardwareConfig->GetDXSupportLevel() < 90 )
{
return "sky_dx6";
}
return 0;
}
SHADER_INIT_PARAMS()
{
SET_FLAGS( MATERIAL_VAR_NOFOG );
SET_FLAGS( MATERIAL_VAR_IGNOREZ );
}
SHADER_INIT
{
if (params[BASETEXTURE]->IsDefined())
{
ImageFormat fmt = params[BASETEXTURE]->GetTextureValue()->GetImageFormat();
LoadTexture( BASETEXTURE, (fmt==IMAGE_FORMAT_RGBA16161616F) || (fmt==IMAGE_FORMAT_RGBA16161616) ? 0 : TEXTUREFLAGS_SRGB );
}
}
SHADER_DRAW
{
SHADOW_STATE
{
SetInitialShadowState();
// pShaderShadow->EnableAlphaWrites( true );
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,true);
pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, NULL, 0 );
DECLARE_STATIC_VERTEX_SHADER( sky_vs20 );
SET_STATIC_VERTEX_SHADER( sky_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( sky_ps20b );
SET_STATIC_PIXEL_SHADER( sky_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( sky_ps20 );
SET_STATIC_PIXEL_SHADER( sky_ps20 );
}
// we are writing linear values from this shader.
pShaderShadow->EnableSRGBWrite( true );
pShaderShadow->EnableAlphaWrites( true );
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
float c1[4]={0,0,0,0};
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, c1);
float c0[4]={1,1,1,1};
if (params[COLOR]->IsDefined())
{
memcpy(c0,params[COLOR]->GetVecValue(),3*sizeof(float));
}
ITexture *txtr=params[BASETEXTURE]->GetTextureValue();
ImageFormat fmt=txtr->GetImageFormat();
if (
(fmt==IMAGE_FORMAT_RGBA16161616) ||
( (fmt==IMAGE_FORMAT_RGBA16161616F) &&
(g_pHardwareConfig->GetHDRType()==HDR_TYPE_INTEGER))
)
{
c0[0]*=16.0;
c0[1]*=16.0;
c0[2]*=16.0;
}
pShaderAPI->SetPixelShaderConstant(0,c0,1);
DECLARE_DYNAMIC_VERTEX_SHADER( sky_vs20 );
SET_DYNAMIC_VERTEX_SHADER( sky_vs20 );
// Texture coord transform
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, BASETEXTURETRANSFORM );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( sky_ps20b );
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, pShaderAPI->ShouldWriteDepthToDestAlpha() );
SET_DYNAMIC_PIXEL_SHADER( sky_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( sky_ps20 );
SET_DYNAMIC_PIXEL_SHADER( sky_ps20 );
}
}
Draw( );
}
END_SHADER