//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "BaseVSShader.h" #include "unlittwotexture.inc" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" DEFINE_FALLBACK_SHADER( MonitorScreen, MonitorScreen_DX8 ) BEGIN_VS_SHADER( MonitorScreen_DX8, "This is a shader that does a contrast/saturation version of base times lightmap." ) BEGIN_SHADER_PARAMS SHADER_PARAM( CONTRAST, SHADER_PARAM_TYPE_FLOAT, "0.0", "contrast 0 == normal 1 == color*color" ) SHADER_PARAM( SATURATION, SHADER_PARAM_TYPE_FLOAT, "1.0", "saturation 0 == greyscale 1 == normal" ) SHADER_PARAM( TINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "monitor tint" ) SHADER_PARAM( TEXTURE2, SHADER_PARAM_TYPE_TEXTURE, "shadertest/lightmappedtexture", "second texture" ) SHADER_PARAM( FRAME2, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $texture2" ) SHADER_PARAM( TEXTURE2TRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$texture2 texcoord transform" ) END_SHADER_PARAMS // Set up anything that is necessary to make decisions in SHADER_FALLBACK. SHADER_INIT_PARAMS() { SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); if( !params[CONTRAST]->IsDefined() ) { params[CONTRAST]->SetFloatValue( 0.0f ); } if( !params[SATURATION]->IsDefined() ) { params[SATURATION]->SetFloatValue( 1.0f ); } if( !params[TINT]->IsDefined() ) { params[TINT]->SetVecValue( 1.0f, 1.0f, 1.0f ); } if (!IS_FLAG_DEFINED( MATERIAL_VAR_MODEL )) { CLEAR_FLAGS( MATERIAL_VAR_MODEL ); } } SHADER_FALLBACK { if( IsPC() && g_pHardwareConfig->GetDXSupportLevel() < 80 || (params && !params[BASETEXTURE]->IsDefined()) ) { if( IS_FLAG_DEFINED( MATERIAL_VAR_MODEL ) ) { return "VertexLitGeneric_DX6"; } else { return "LightmappedGeneric_DX6"; } } return 0; } SHADER_INIT { if (params[BASETEXTURE]->IsDefined()) { LoadTexture( BASETEXTURE ); } if (params[TEXTURE2]->IsDefined()) { LoadTexture( TEXTURE2 ); } } SHADER_DRAW { bool bHasTexture2 = params[TEXTURE2]->IsTexture(); SHADOW_STATE { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); if ( bHasTexture2 ) { pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true ); } pShaderShadow->EnableSRGBWrite( true ); // Either we've got a constant modulation bool isTranslucent = IsAlphaModulating(); // Or we've got a texture alpha on either texture isTranslucent = isTranslucent || TextureIsTranslucent( BASETEXTURE, true ) || TextureIsTranslucent( TEXTURE2, true ); if ( isTranslucent ) { if ( IS_FLAG_SET(MATERIAL_VAR_ADDITIVE) ) EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE ); else EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); } else { if ( IS_FLAG_SET(MATERIAL_VAR_ADDITIVE) ) EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); else DisableAlphaBlending( ); } int fmt = VERTEX_POSITION | VERTEX_NORMAL; if (IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR )) fmt |= VERTEX_COLOR; pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 ); unlittwotexture_Static_Index vshIndex; pShaderShadow->SetVertexShader( "UnlitTwoTexture", vshIndex.GetIndex() ); int pshIndex = bHasTexture2 ? 1 : 0; pShaderShadow->SetPixelShader( "MonitorScreen", pshIndex ); DefaultFog(); } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); if( bHasTexture2 ) { BindTexture( SHADER_SAMPLER1, TEXTURE2, FRAME2 ); SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, TEXTURE2TRANSFORM ); } SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM ); SetPixelShaderConstant( 1, CONTRAST ); SetPixelShaderConstant( 2, SATURATION ); SetPixelShaderConstant( 3, TINT ); SetModulationVertexShaderDynamicState(); unlittwotexture_Dynamic_Index vshIndex; vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); } Draw(); } END_SHADER