diff options
Diffstat (limited to 'materialsystem/stdshaders/introscreenspaceeffect.cpp')
| -rw-r--r-- | materialsystem/stdshaders/introscreenspaceeffect.cpp | 104 |
1 files changed, 104 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/introscreenspaceeffect.cpp b/materialsystem/stdshaders/introscreenspaceeffect.cpp new file mode 100644 index 0000000..d233b51 --- /dev/null +++ b/materialsystem/stdshaders/introscreenspaceeffect.cpp @@ -0,0 +1,104 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#include "BaseVSShader.h" + +#include "screenspaceeffect_vs20.inc" +#include "IntroScreenSpaceEffect_ps20.inc" +#include "IntroScreenSpaceEffect_ps20b.inc" + +BEGIN_VS_SHADER_FLAGS( IntroScreenSpaceEffect, "Help for IntroScreenSpaceEffect", SHADER_NOT_EDITABLE ) + BEGIN_SHADER_PARAMS + SHADER_PARAM( MODE, SHADER_PARAM_TYPE_INTEGER, "0", "" ) + SHADER_PARAM( ENABLESRGB, SHADER_PARAM_TYPE_BOOL, "0", "" ) + END_SHADER_PARAMS + + SHADER_INIT_PARAMS() + { + SET_FLAGS2( MATERIAL_VAR2_NEEDS_FULL_FRAME_BUFFER_TEXTURE ); + + if ( !params[ENABLESRGB]->IsDefined() ) + { + params[ENABLESRGB]->SetIntValue( 0 ); + } + } + + SHADER_INIT + { + } + + SHADER_FALLBACK + { + // Requires DX9 + above + if ( IsWindows() && ( g_pHardwareConfig->GetDXSupportLevel() < 90 || g_pHardwareConfig->PreferReducedFillrate() ) ) + return "IntroScreenSpaceEffect_dx80"; + return 0; + } + + SHADER_DRAW + { + SHADOW_STATE + { + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); + pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); + + // On OpenGL OSX, we MUST do sRGB reads from the bloom and full framebuffer textures AND sRGB writes on the way out to the framebuffer. + if ( params[ENABLESRGB]->GetIntValue() || IsOSX() ) + { + pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); + pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true ); + pShaderShadow->EnableSRGBWrite( true ); + } + + // Only need the adapter if the shader expects sRGB values and we're forced to do an sRGB read by the API/Hardware + bool bNeedsSRGBAdapter = ( params[ENABLESRGB]->GetIntValue() == 0 ) && IsOSX() && !g_pHardwareConfig->FakeSRGBWrite() && g_pHardwareConfig->CanDoSRGBReadFromRTs(); + + pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 ); + + DECLARE_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 ); + SET_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 ); + + if ( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() ) // GL always goes the ps2b way for this shader, even on "ps20" parts + { + DECLARE_STATIC_PIXEL_SHADER( introscreenspaceeffect_ps20b ); + SET_STATIC_PIXEL_SHADER_COMBO( LINEAR_TO_SRGB, bNeedsSRGBAdapter ); + SET_STATIC_PIXEL_SHADER( introscreenspaceeffect_ps20b ); + } + else + { + DECLARE_STATIC_PIXEL_SHADER( introscreenspaceeffect_ps20 ); + SET_STATIC_PIXEL_SHADER( introscreenspaceeffect_ps20 ); + } + + pShaderShadow->EnableBlending( true ); + pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE ); + } + DYNAMIC_STATE + { + pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 ); + pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_1 ); + DECLARE_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 ); + SET_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 ); + + if ( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() ) // Posix always goes the ps2b way for this shader, even on "ps20" parts + { + DECLARE_DYNAMIC_PIXEL_SHADER( introscreenspaceeffect_ps20b ); + SET_DYNAMIC_PIXEL_SHADER_COMBO( MODE, params[MODE]->GetIntValue() ); + SET_DYNAMIC_PIXEL_SHADER( introscreenspaceeffect_ps20b ); + } + else + { + DECLARE_DYNAMIC_PIXEL_SHADER( introscreenspaceeffect_ps20 ); + SET_DYNAMIC_PIXEL_SHADER_COMBO( MODE, params[MODE]->GetIntValue() ); + SET_DYNAMIC_PIXEL_SHADER( introscreenspaceeffect_ps20 ); + } + + SetPixelShaderConstant( 0, ALPHA ); + } + Draw(); + } +END_SHADER |