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path: root/materialsystem/stdshaders/MonitorScreen_dx8.cpp
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-rw-r--r--materialsystem/stdshaders/MonitorScreen_dx8.cpp150
1 files changed, 150 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/MonitorScreen_dx8.cpp b/materialsystem/stdshaders/MonitorScreen_dx8.cpp
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+++ b/materialsystem/stdshaders/MonitorScreen_dx8.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#include "BaseVSShader.h"
+
+#include "unlittwotexture.inc"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+DEFINE_FALLBACK_SHADER( MonitorScreen, MonitorScreen_DX8 )
+
+BEGIN_VS_SHADER( MonitorScreen_DX8,
+ "This is a shader that does a contrast/saturation version of base times lightmap." )
+
+ BEGIN_SHADER_PARAMS
+ SHADER_PARAM( CONTRAST, SHADER_PARAM_TYPE_FLOAT, "0.0", "contrast 0 == normal 1 == color*color" )
+ SHADER_PARAM( SATURATION, SHADER_PARAM_TYPE_FLOAT, "1.0", "saturation 0 == greyscale 1 == normal" )
+ SHADER_PARAM( TINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "monitor tint" )
+ SHADER_PARAM( TEXTURE2, SHADER_PARAM_TYPE_TEXTURE, "shadertest/lightmappedtexture", "second texture" )
+ SHADER_PARAM( FRAME2, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $texture2" )
+ SHADER_PARAM( TEXTURE2TRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$texture2 texcoord transform" )
+ END_SHADER_PARAMS
+
+ // Set up anything that is necessary to make decisions in SHADER_FALLBACK.
+ SHADER_INIT_PARAMS()
+ {
+ SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
+
+ if( !params[CONTRAST]->IsDefined() )
+ {
+ params[CONTRAST]->SetFloatValue( 0.0f );
+ }
+ if( !params[SATURATION]->IsDefined() )
+ {
+ params[SATURATION]->SetFloatValue( 1.0f );
+ }
+ if( !params[TINT]->IsDefined() )
+ {
+ params[TINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
+ }
+ if (!IS_FLAG_DEFINED( MATERIAL_VAR_MODEL ))
+ {
+ CLEAR_FLAGS( MATERIAL_VAR_MODEL );
+ }
+ }
+
+ SHADER_FALLBACK
+ {
+ if( IsPC() && g_pHardwareConfig->GetDXSupportLevel() < 80 || (params && !params[BASETEXTURE]->IsDefined()) )
+ {
+ if( IS_FLAG_DEFINED( MATERIAL_VAR_MODEL ) )
+ {
+ return "VertexLitGeneric_DX6";
+ }
+ else
+ {
+ return "LightmappedGeneric_DX6";
+ }
+ }
+ return 0;
+ }
+
+ SHADER_INIT
+ {
+ if (params[BASETEXTURE]->IsDefined())
+ {
+ LoadTexture( BASETEXTURE );
+ }
+ if (params[TEXTURE2]->IsDefined())
+ {
+ LoadTexture( TEXTURE2 );
+ }
+ }
+
+ SHADER_DRAW
+ {
+ bool bHasTexture2 = params[TEXTURE2]->IsTexture();
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
+ if ( bHasTexture2 )
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
+ pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true );
+ }
+
+ pShaderShadow->EnableSRGBWrite( true );
+
+ // Either we've got a constant modulation
+ bool isTranslucent = IsAlphaModulating();
+
+ // Or we've got a texture alpha on either texture
+ isTranslucent = isTranslucent || TextureIsTranslucent( BASETEXTURE, true ) ||
+ TextureIsTranslucent( TEXTURE2, true );
+
+ if ( isTranslucent )
+ {
+ if ( IS_FLAG_SET(MATERIAL_VAR_ADDITIVE) )
+ EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE );
+ else
+ EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
+ }
+ else
+ {
+ if ( IS_FLAG_SET(MATERIAL_VAR_ADDITIVE) )
+ EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
+ else
+ DisableAlphaBlending( );
+ }
+
+ int fmt = VERTEX_POSITION | VERTEX_NORMAL;
+ if (IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ))
+ fmt |= VERTEX_COLOR;
+
+ pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
+
+ unlittwotexture_Static_Index vshIndex;
+ pShaderShadow->SetVertexShader( "UnlitTwoTexture", vshIndex.GetIndex() );
+
+ int pshIndex = bHasTexture2 ? 1 : 0;
+ pShaderShadow->SetPixelShader( "MonitorScreen", pshIndex );
+ DefaultFog();
+ }
+ DYNAMIC_STATE
+ {
+ BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
+ if( bHasTexture2 )
+ {
+ BindTexture( SHADER_SAMPLER1, TEXTURE2, FRAME2 );
+ SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, TEXTURE2TRANSFORM );
+ }
+ SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
+ SetPixelShaderConstant( 1, CONTRAST );
+ SetPixelShaderConstant( 2, SATURATION );
+ SetPixelShaderConstant( 3, TINT );
+ SetModulationVertexShaderDynamicState();
+
+ unlittwotexture_Dynamic_Index vshIndex;
+ vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
+ vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 );
+ pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
+ }
+ Draw();
+ }
+END_SHADER