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-rw-r--r--materialsystem/stdshaders/floattoscreen.cpp93
1 files changed, 93 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/floattoscreen.cpp b/materialsystem/stdshaders/floattoscreen.cpp
new file mode 100644
index 0000000..ae59a8a
--- /dev/null
+++ b/materialsystem/stdshaders/floattoscreen.cpp
@@ -0,0 +1,93 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "BaseVSShader.h"
+
+#include "screenspaceeffect_vs20.inc"
+#include "floattoscreen_ps20.inc"
+#include "floattoscreen_ps20b.inc"
+#include "convar.h"
+
+BEGIN_VS_SHADER_FLAGS( floattoscreen, "Help for floattoscreen", SHADER_NOT_EDITABLE )
+ BEGIN_SHADER_PARAMS
+ SHADER_PARAM( FBTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" )
+ SHADER_PARAM( PIXSHADER, SHADER_PARAM_TYPE_STRING, "floattoscreen_ps20", "Name of the pixel shader to use" )
+ END_SHADER_PARAMS
+
+ SHADER_INIT
+ {
+ if( params[FBTEXTURE]->IsDefined() )
+ {
+ LoadTexture( FBTEXTURE );
+ }
+ }
+
+ SHADER_FALLBACK
+ {
+ // Requires DX9 + above
+ if ( g_pHardwareConfig->GetDXSupportLevel() < 90 )
+ return "Wireframe";
+ return 0;
+ }
+
+ SHADER_DRAW
+ {
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableDepthWrites( false );
+
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ int fmt = VERTEX_POSITION;
+ pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
+
+ // convert from linear to gamma on write.
+ pShaderShadow->EnableSRGBWrite( true );
+
+ // Pre-cache shaders
+ DECLARE_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 );
+ SET_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 );
+
+// DECLARE_STATIC_PIXEL_SHADER( floattoscreen_ps20 );
+// SET_STATIC_PIXEL_SHADER( floattoscreen_ps20 );
+ 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 );
+ }
+ }
+
+ DYNAMIC_STATE
+ {
+ BindTexture( SHADER_SAMPLER0, FBTEXTURE, -1 );
+ DECLARE_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 );
+ SET_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 );
+
+// DECLARE_DYNAMIC_PIXEL_SHADER( floattoscreen_ps20 );
+// SET_DYNAMIC_PIXEL_SHADER( floattoscreen_ps20 );
+ pShaderAPI->SetPixelShaderIndex( 0 );
+ }
+ Draw();
+ }
+END_SHADER