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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/windowimposter_dx90.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'materialsystem/stdshaders/windowimposter_dx90.cpp')
-rw-r--r--materialsystem/stdshaders/windowimposter_dx90.cpp107
1 files changed, 107 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/windowimposter_dx90.cpp b/materialsystem/stdshaders/windowimposter_dx90.cpp
new file mode 100644
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--- /dev/null
+++ b/materialsystem/stdshaders/windowimposter_dx90.cpp
@@ -0,0 +1,107 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#include "BaseVSShader.h"
+#include "cpp_shader_constant_register_map.h"
+
+#include "windowimposter_vs20.inc"
+#include "windowimposter_ps20.inc"
+#include "windowimposter_ps20b.inc"
+
+
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+DEFINE_FALLBACK_SHADER( WindowImposter, WindowImposter_DX90 )
+
+BEGIN_VS_SHADER( WindowImposter_DX90,
+ "Help for WindowImposter_DX90" )
+
+ BEGIN_SHADER_PARAMS
+ SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" )
+ END_SHADER_PARAMS
+
+ // Set up anything that is necessary to make decisions in SHADER_FALLBACK.
+ SHADER_INIT_PARAMS()
+ {
+ }
+
+ SHADER_FALLBACK
+ {
+ if ( g_pHardwareConfig->GetDXSupportLevel() < 90)
+ return "WindowImposter_DX80";
+
+ return NULL;
+ }
+
+ SHADER_INIT
+ {
+ LoadCubeMap( ENVMAP );
+ }
+
+ SHADER_DRAW
+ {
+ SHADOW_STATE
+ {
+ if( g_pHardwareConfig->GetHDRType() != HDR_TYPE_NONE )
+ pShaderShadow->EnableSRGBWrite( true );
+
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+
+ DECLARE_STATIC_VERTEX_SHADER( windowimposter_vs20 );
+ SET_STATIC_VERTEX_SHADER( windowimposter_vs20 );
+
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_STATIC_PIXEL_SHADER( windowimposter_ps20b );
+ SET_STATIC_PIXEL_SHADER( windowimposter_ps20b );
+ }
+ else
+ {
+ DECLARE_STATIC_PIXEL_SHADER( windowimposter_ps20 );
+ SET_STATIC_PIXEL_SHADER( windowimposter_ps20 );
+ }
+
+ pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 );
+ pShaderShadow->EnableBlending( true );
+ pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
+ pShaderShadow->EnableDepthWrites( false );
+ FogToFogColor();
+ }
+ DYNAMIC_STATE
+ {
+ DECLARE_DYNAMIC_VERTEX_SHADER( windowimposter_vs20 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
+ SET_DYNAMIC_VERTEX_SHADER( windowimposter_vs20 );
+
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( windowimposter_ps20b );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
+ SET_DYNAMIC_PIXEL_SHADER( windowimposter_ps20b );
+ }
+ else
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( windowimposter_ps20 );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
+ SET_DYNAMIC_PIXEL_SHADER( windowimposter_ps20 );
+ }
+
+ 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 );
+
+ BindTexture( SHADER_SAMPLER0, ENVMAP, -1 );
+ SetModulationVertexShaderDynamicState();
+ }
+ Draw();
+ }
+
+END_SHADER