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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/bik_dx90.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'materialsystem/stdshaders/bik_dx90.cpp')
-rw-r--r--materialsystem/stdshaders/bik_dx90.cpp132
1 files changed, 132 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/bik_dx90.cpp b/materialsystem/stdshaders/bik_dx90.cpp
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+++ b/materialsystem/stdshaders/bik_dx90.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $Header: $
+// $NoKeywords: $
+//=============================================================================//
+
+#include "BaseVSShader.h"
+#include "cpp_shader_constant_register_map.h"
+
+#include "bik_ps20.inc"
+#include "bik_ps20b.inc"
+#include "bik_vs20.inc"
+
+BEGIN_VS_SHADER( Bik, "Help for Bik" )
+ BEGIN_SHADER_PARAMS
+ SHADER_PARAM( YTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Y Bink Texture" )
+ // re-enable this if we want alpha blending
+// SHADER_PARAM( ATEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "A Bink Texture" )
+ SHADER_PARAM( CRTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Cr Bink Texture" )
+ SHADER_PARAM( CBTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Cb Bink Texture" )
+ END_SHADER_PARAMS
+
+ SHADER_INIT_PARAMS()
+ {
+ }
+
+ SHADER_FALLBACK
+ {
+ if ( g_pHardwareConfig->GetDXSupportLevel() < 90 )
+ {
+ return "bik_dx81";
+ }
+ return 0;
+ }
+
+ SHADER_INIT
+ {
+ if ( params[YTEXTURE]->IsDefined() )
+ {
+ LoadTexture( YTEXTURE );
+ }
+// if ( params[ATEXTURE]->IsDefined() )
+// {
+// LoadTexture( ATEXTURE );
+// }
+ if ( params[CRTEXTURE]->IsDefined() )
+ {
+ LoadTexture( CRTEXTURE );
+ }
+ if ( params[CBTEXTURE]->IsDefined() )
+ {
+ LoadTexture( CBTEXTURE );
+ }
+ }
+
+ SHADER_DRAW
+ {
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
+// pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
+
+ unsigned int flags = VERTEX_POSITION;
+ int numTexCoords = 1;
+ pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 );
+
+ DECLARE_STATIC_VERTEX_SHADER( bik_vs20 );
+ SET_STATIC_VERTEX_SHADER( bik_vs20 );
+
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_STATIC_PIXEL_SHADER( bik_ps20b );
+ SET_STATIC_PIXEL_SHADER( bik_ps20b );
+ }
+ else
+ {
+ DECLARE_STATIC_PIXEL_SHADER( bik_ps20 );
+ SET_STATIC_PIXEL_SHADER( bik_ps20 );
+ }
+
+ // The 360 needs an sRGB write, but NOT an sRGB read!
+ if ( IsX360() )
+ pShaderShadow->EnableSRGBWrite( true );
+ else
+ pShaderShadow->EnableSRGBWrite( false );
+
+// EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
+ }
+ DYNAMIC_STATE
+ {
+ BindTexture( SHADER_SAMPLER0, YTEXTURE, FRAME );
+ BindTexture( SHADER_SAMPLER1, CRTEXTURE, FRAME );
+ BindTexture( SHADER_SAMPLER2, CBTEXTURE, FRAME );
+// BindTexture( SHADER_SAMPLER3, ATEXTURE, FRAME );
+
+ // We need the view matrix
+ LoadViewMatrixIntoVertexShaderConstant( VERTEX_SHADER_VIEWMODEL );
+
+ MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode();
+ int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0;
+
+ DECLARE_DYNAMIC_VERTEX_SHADER( bik_vs20 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex );
+ SET_DYNAMIC_VERTEX_SHADER( bik_vs20 );
+
+ pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
+
+ float vEyePos_SpecExponent[4];
+ pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent );
+ vEyePos_SpecExponent[3] = 0.0f;
+ pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 );
+
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( bik_ps20b );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
+ SET_DYNAMIC_PIXEL_SHADER( bik_ps20b );
+ }
+ else
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( bik_ps20 );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
+ SET_DYNAMIC_PIXEL_SHADER( bik_ps20 );
+ }
+ }
+ Draw( );
+ }
+END_SHADER