hl2_src-leak-2017/src/materialsystem/stdshaders/sky_dx9.cpp

127 lines
3.4 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "sky_vs20.inc"
#include "sky_ps20.inc"
#include "sky_ps20b.inc"
#include "convar.h"
BEGIN_VS_SHADER( Sky_DX9, "Help for Sky_DX9 shader" )
BEGIN_SHADER_PARAMS
SHADER_PARAM_OVERRIDE( COLOR, SHADER_PARAM_TYPE_VEC3, "[ 1 1 1]", "color multiplier", SHADER_PARAM_NOT_EDITABLE )
SHADER_PARAM_OVERRIDE( ALPHA, SHADER_PARAM_TYPE_FLOAT, "1.0", "unused", SHADER_PARAM_NOT_EDITABLE )
END_SHADER_PARAMS
SHADER_FALLBACK
{
if( g_pHardwareConfig->GetDXSupportLevel() < 90 )
{
return "sky_dx6";
}
return 0;
}
SHADER_INIT_PARAMS()
{
SET_FLAGS( MATERIAL_VAR_NOFOG );
SET_FLAGS( MATERIAL_VAR_IGNOREZ );
}
SHADER_INIT
{
if (params[BASETEXTURE]->IsDefined())
{
ImageFormat fmt = params[BASETEXTURE]->GetTextureValue()->GetImageFormat();
LoadTexture( BASETEXTURE, (fmt==IMAGE_FORMAT_RGBA16161616F) || (fmt==IMAGE_FORMAT_RGBA16161616) ? 0 : TEXTUREFLAGS_SRGB );
}
}
SHADER_DRAW
{
SHADOW_STATE
{
SetInitialShadowState();
// pShaderShadow->EnableAlphaWrites( true );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
ITexture *txtr=params[BASETEXTURE]->GetTextureValue();
ImageFormat fmt=txtr->GetImageFormat();
if ((fmt==IMAGE_FORMAT_RGBA16161616F) || (fmt==IMAGE_FORMAT_RGBA16161616))
pShaderShadow->EnableSRGBRead(SHADER_SAMPLER0,false);
else
pShaderShadow->EnableSRGBRead(SHADER_SAMPLER0,true);
pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, NULL, 0 );
DECLARE_STATIC_VERTEX_SHADER( sky_vs20 );
SET_STATIC_VERTEX_SHADER( sky_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( sky_ps20b );
SET_STATIC_PIXEL_SHADER( sky_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( sky_ps20 );
SET_STATIC_PIXEL_SHADER( sky_ps20 );
}
// we are writing linear values from this shader.
pShaderShadow->EnableSRGBWrite( true );
pShaderShadow->EnableAlphaWrites( true );
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
float c1[4]={0,0,0,0};
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, c1);
float c0[4]={1,1,1,1};
if (params[COLOR]->IsDefined())
{
memcpy(c0,params[COLOR]->GetVecValue(),3*sizeof(float));
}
ITexture *txtr=params[BASETEXTURE]->GetTextureValue();
ImageFormat fmt=txtr->GetImageFormat();
if (
(fmt==IMAGE_FORMAT_RGBA16161616) ||
( (fmt==IMAGE_FORMAT_RGBA16161616F) &&
(g_pHardwareConfig->GetHDRType()==HDR_TYPE_INTEGER))
)
{
c0[0]*=16.0;
c0[1]*=16.0;
c0[2]*=16.0;
}
pShaderAPI->SetPixelShaderConstant(0,c0,1);
DECLARE_DYNAMIC_VERTEX_SHADER( sky_vs20 );
SET_DYNAMIC_VERTEX_SHADER( sky_vs20 );
// Texture coord transform
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, BASETEXTURETRANSFORM );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( sky_ps20b );
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, pShaderAPI->ShouldWriteDepthToDestAlpha() );
SET_DYNAMIC_PIXEL_SHADER( sky_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( sky_ps20 );
SET_DYNAMIC_PIXEL_SHADER( sky_ps20 );
}
}
Draw( );
}
END_SHADER