//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #include "BaseVSShader.h" #include "screenspaceeffect_vs20.inc" #include "floattoscreen_vanilla_ps20.inc" #include "floattoscreen_vanilla_ps20b.inc" #include "floattoscreen_ps20.inc" #include "floattoscreen_ps20b.inc" BEGIN_VS_SHADER_FLAGS( floattoscreen_vanilla, "Help for floattoscreen_vanilla", SHADER_NOT_EDITABLE ) BEGIN_SHADER_PARAMS SHADER_PARAM( FBTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" ) END_SHADER_PARAMS SHADER_INIT { if( params[FBTEXTURE]->IsDefined() ) { LoadTexture( FBTEXTURE ); } } SHADER_FALLBACK { // Requires DX9 + above if ( g_pHardwareConfig->GetDXSupportLevel() < 90 ) { Assert( 0 ); 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 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( floattoscreen_ps20b ); SET_STATIC_PIXEL_SHADER( floattoscreen_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( floattoscreen_ps20 ); SET_STATIC_PIXEL_SHADER( floattoscreen_ps20 ); } } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, FBTEXTURE, -1 ); DECLARE_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 ); SET_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( floattoscreen_vanilla_ps20b ); SET_DYNAMIC_PIXEL_SHADER( floattoscreen_vanilla_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( floattoscreen_vanilla_ps20 ); SET_DYNAMIC_PIXEL_SHADER( floattoscreen_vanilla_ps20 ); } } Draw(); } END_SHADER