//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $Header: $ // $NoKeywords: $ //===========================================================================// #include "BaseVSShader.h" #define USE_NEW_SHADER //Updating assembly shaders to fxc, this is for A/B testing. #ifdef USE_NEW_SHADER #include "unlitgeneric_vs20.inc" #include "unlitgeneric_ps20.inc" #include "unlitgeneric_ps20b.inc" #endif #include "unlitgeneric_vs11.inc" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" BEGIN_VS_SHADER_FLAGS( DebugNormalMap, "Help for DebugNormalMap", SHADER_NOT_EDITABLE ) BEGIN_SHADER_PARAMS SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/WorldDiffuseBumpMap_bump", "bump map" ) SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" ) SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" ) END_SHADER_PARAMS SHADER_INIT_PARAMS() { SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); } SHADER_INIT { } SHADER_FALLBACK { if( g_pHardwareConfig->GetDXSupportLevel() < 80 ) { // Assert( 0 ); return "Wireframe"; } return 0; } SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Set stream format (note that this shader supports compression) unsigned int flags = VERTEX_POSITION | VERTEX_FORMAT_COMPRESSED; int nTexCoordCount = 1; int userDataSize = 0; pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize ); #ifdef USE_NEW_SHADER if( g_pHardwareConfig->GetDXSupportLevel() >= 90 ) { DECLARE_STATIC_VERTEX_SHADER( unlitgeneric_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, 0 ); SET_STATIC_VERTEX_SHADER( unlitgeneric_vs20 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( unlitgeneric_ps20b ); SET_STATIC_PIXEL_SHADER( unlitgeneric_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( unlitgeneric_ps20 ); SET_STATIC_PIXEL_SHADER( unlitgeneric_ps20 ); } } else #endif { unlitgeneric_vs11_Static_Index vshIndex; vshIndex.SetDETAIL( false ); vshIndex.SetENVMAP( false ); vshIndex.SetENVMAPCAMERASPACE( false ); vshIndex.SetENVMAPSPHERE( false ); vshIndex.SetVERTEXCOLOR( false ); vshIndex.SetSEPARATEDETAILUVS( false ); pShaderShadow->SetVertexShader( "unlitgeneric_vs11", vshIndex.GetIndex() ); pShaderShadow->SetPixelShader( "unlitgeneric" ); } } DYNAMIC_STATE { if ( params[BUMPMAP]->IsTexture() ) { BindTexture( SHADER_SAMPLER0, BUMPMAP, BUMPFRAME ); } else { pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_NORMALMAP_FLAT ); } SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BUMPTRANSFORM ); #ifdef USE_NEW_SHADER if( g_pHardwareConfig->GetDXSupportLevel() >= 90 ) { float vVertexColor[4] = { 0, 0, 0, 0 }; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, vVertexColor, 1 ); DECLARE_DYNAMIC_VERTEX_SHADER( unlitgeneric_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( unlitgeneric_vs20 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( unlitgeneric_ps20b ); SET_DYNAMIC_PIXEL_SHADER( unlitgeneric_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( unlitgeneric_ps20 ); SET_DYNAMIC_PIXEL_SHADER( unlitgeneric_ps20 ); } } else #endif { unlitgeneric_vs11_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