//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #include "BaseVSShader.h" #include "common_hlsl_cpp_consts.h" BEGIN_VS_SHADER_FLAGS( Sample4x4, "Help for Sample4x4", SHADER_NOT_EDITABLE ) BEGIN_SHADER_PARAMS SHADER_PARAM( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" ) SHADER_PARAM( PIXSHADER, SHADER_PARAM_TYPE_STRING, "sample4x4_ps20", "Name of the pixel shader to use" ) END_SHADER_PARAMS SHADER_INIT { LoadTexture( BASETEXTURE ); } SHADER_FALLBACK { // Requires DX9 + above if (!g_pHardwareConfig->SupportsVertexAndPixelShaders()) { Assert( 0 ); return "Wireframe"; } return 0; } SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnableAlphaWrites( true ); pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); int fmt = VERTEX_POSITION; pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 ); pShaderShadow->SetVertexShader( "Downsample_vs20", 0 ); 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 ); } // if ( IsAlphaModulating() ) // { // pShaderShadow->EnableBlending( true ); // pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, // SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); // } // else // { // pShaderShadow->EnableBlending( true ); // pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, // SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); // // pShaderShadow->EnableBlending( false ); // } } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, BASETEXTURE, -1 ); ITexture *src_texture=params[BASETEXTURE]->GetTextureValue(); int width=src_texture->GetActualWidth(); int height=src_texture->GetActualHeight(); float v[4]; float dX = 1.0f / width; float dY = 1.0f / height; v[0] = -dX; v[1] = -dY; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, v, 1 ); v[0] = -dX; v[1] = dY; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, v, 1 ); v[0] = dX; v[1] = -dY; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, v, 1 ); v[0] = dX; v[1] = dY; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, v, 1 ); pShaderAPI->SetVertexShaderIndex( 0 ); pShaderAPI->SetPixelShaderIndex( 0 ); // store the ALPHA material var into c0 v[0] = ALPHA; pShaderAPI->SetPixelShaderConstant( 0, v, 1 ); } Draw(); } END_SHADER