diff options
Diffstat (limited to 'materialsystem/stdshaders/sample4x4_blend.cpp')
| -rw-r--r-- | materialsystem/stdshaders/sample4x4_blend.cpp | 111 |
1 files changed, 111 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/sample4x4_blend.cpp b/materialsystem/stdshaders/sample4x4_blend.cpp new file mode 100644 index 0000000..4bdc8b1 --- /dev/null +++ b/materialsystem/stdshaders/sample4x4_blend.cpp @@ -0,0 +1,111 @@ +//========= 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 |