//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "BaseVSShader.h" #include "unlittwotexture_vs20.inc" #include "monitorscreen_ps20.inc" #include "monitorscreen_ps20b.inc" #include "cpp_shader_constant_register_map.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" DEFINE_FALLBACK_SHADER( MonitorScreen, MonitorScreen_DX9 ) BEGIN_VS_SHADER( MonitorScreen_DX9, "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( params && !params[BASETEXTURE]->IsDefined() ) { if( IS_FLAG_DEFINED( MATERIAL_VAR_MODEL ) ) { return "VertexLitGeneric_DX6"; } else { return "LightmappedGeneric_DX6"; } } if ( !(g_pHardwareConfig->SupportsPixelShaders_2_0() && g_pHardwareConfig->SupportsVertexShaders_2_0()) || (g_pHardwareConfig->GetDXSupportLevel() < 90) ) { return "MonitorScreen_DX8"; } return 0; } SHADER_INIT { if (params[BASETEXTURE]->IsDefined()) { LoadTexture( BASETEXTURE, TEXTUREFLAGS_SRGB ); } if (params[TEXTURE2]->IsDefined()) { LoadTexture( TEXTURE2, TEXTUREFLAGS_SRGB ); } } SHADER_DRAW { bool bHasTexture2 = params[TEXTURE2]->IsTexture(); BlendType_t nBlendType = EvaluateBlendRequirements( BASETEXTURE, true ); bool bFullyOpaque = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && !IS_FLAG_SET(MATERIAL_VAR_ALPHATEST); //dest alpha is free for special use 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( ); } // Set stream format (note that this shader supports compression) unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_COMPRESSED; int nTexCoordCount = 1; int userDataSize = 0; pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize ); DECLARE_STATIC_VERTEX_SHADER( unlittwotexture_vs20 ); SET_STATIC_VERTEX_SHADER( unlittwotexture_vs20 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( monitorscreen_ps20b ); SET_STATIC_PIXEL_SHADER_COMBO( TEXTURE2, (bHasTexture2)?(1):(0) ); SET_STATIC_PIXEL_SHADER( monitorscreen_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( monitorscreen_ps20 ); SET_STATIC_PIXEL_SHADER_COMBO( TEXTURE2, (bHasTexture2)?(1):(0) ); SET_STATIC_PIXEL_SHADER( monitorscreen_ps20 ); } DefaultFog(); pShaderShadow->EnableAlphaWrites( bFullyOpaque ); } 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(); 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 ); DECLARE_DYNAMIC_VERTEX_SHADER( unlittwotexture_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( unlittwotexture_vs20 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( monitorscreen_ps20b ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() ); SET_DYNAMIC_PIXEL_SHADER( monitorscreen_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( monitorscreen_ps20 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER( monitorscreen_ps20 ); } } Draw(); } END_SHADER