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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/sample4x4_blend.cpp
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Diffstat (limited to 'materialsystem/stdshaders/sample4x4_blend.cpp')
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diff --git a/materialsystem/stdshaders/sample4x4_blend.cpp b/materialsystem/stdshaders/sample4x4_blend.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "BaseVSShader.h"
+#include "common_hlsl_cpp_consts.h"
+
+
+BEGIN_VS_SHADER( Sample4x4_Blend, "Help for Sample4x4_Blend" )
+ 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 );
+ }
+
+ pShaderShadow->EnableBlending( true );
+ pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA,
+ SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
+ }
+
+ 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