//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #include "BaseVSShader.h" #include "screenspaceeffect_vs20.inc" #include "floattoscreen_ps20.inc" #include "floattoscreen_ps20b.inc" #include "convar.h" BEGIN_VS_SHADER_FLAGS( floattoscreen, "Help for floattoscreen", SHADER_NOT_EDITABLE ) BEGIN_SHADER_PARAMS SHADER_PARAM( FBTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" ) SHADER_PARAM( PIXSHADER, SHADER_PARAM_TYPE_STRING, "floattoscreen_ps20", "Name of the pixel shader to use" ) END_SHADER_PARAMS SHADER_INIT { if( params[FBTEXTURE]->IsDefined() ) { LoadTexture( FBTEXTURE ); } } SHADER_FALLBACK { // Requires DX9 + above if ( g_pHardwareConfig->GetDXSupportLevel() < 90 ) return "Wireframe"; return 0; } SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); int fmt = VERTEX_POSITION; pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 ); // convert from linear to gamma on write. pShaderShadow->EnableSRGBWrite( true ); // Pre-cache shaders DECLARE_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 ); SET_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 ); // DECLARE_STATIC_PIXEL_SHADER( floattoscreen_ps20 ); // SET_STATIC_PIXEL_SHADER( floattoscreen_ps20 ); 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 { BindTexture( SHADER_SAMPLER0, FBTEXTURE, -1 ); DECLARE_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 ); SET_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 ); // DECLARE_DYNAMIC_PIXEL_SHADER( floattoscreen_ps20 ); // SET_DYNAMIC_PIXEL_SHADER( floattoscreen_ps20 ); pShaderAPI->SetPixelShaderIndex( 0 ); } Draw(); } END_SHADER