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Diffstat (limited to 'materialsystem/stdshaders/screenspace_general_dx8.cpp')
-rw-r--r--materialsystem/stdshaders/screenspace_general_dx8.cpp196
1 files changed, 196 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/screenspace_general_dx8.cpp b/materialsystem/stdshaders/screenspace_general_dx8.cpp
new file mode 100644
index 0000000..f83cea6
--- /dev/null
+++ b/materialsystem/stdshaders/screenspace_general_dx8.cpp
@@ -0,0 +1,196 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "BaseVSShader.h"
+
+#include "screenspaceeffect_vs11.inc"
+
+DEFINE_FALLBACK_SHADER( screenspace_general, screenspace_general_dx8 )
+BEGIN_VS_SHADER_FLAGS( screenspace_general_dx8, "Help for screenspace_general", SHADER_NOT_EDITABLE )
+ BEGIN_SHADER_PARAMS
+ SHADER_PARAM( C0_X,SHADER_PARAM_TYPE_FLOAT,"0","")
+ SHADER_PARAM( C0_Y,SHADER_PARAM_TYPE_FLOAT,"0","")
+ SHADER_PARAM( C0_Z,SHADER_PARAM_TYPE_FLOAT,"0","")
+ SHADER_PARAM( C0_W,SHADER_PARAM_TYPE_FLOAT,"0","")
+ SHADER_PARAM( C1_X,SHADER_PARAM_TYPE_FLOAT,"0","")
+ SHADER_PARAM( C1_Y,SHADER_PARAM_TYPE_FLOAT,"0","")
+ SHADER_PARAM( C1_Z,SHADER_PARAM_TYPE_FLOAT,"0","")
+ SHADER_PARAM( C1_W,SHADER_PARAM_TYPE_FLOAT,"0","")
+ SHADER_PARAM( C2_X,SHADER_PARAM_TYPE_FLOAT,"0","")
+ SHADER_PARAM( C2_Y,SHADER_PARAM_TYPE_FLOAT,"0","")
+ SHADER_PARAM( C2_Z,SHADER_PARAM_TYPE_FLOAT,"0","")
+ SHADER_PARAM( C2_W,SHADER_PARAM_TYPE_FLOAT,"0","")
+ SHADER_PARAM( C3_X,SHADER_PARAM_TYPE_FLOAT,"0","")
+ SHADER_PARAM( C3_Y,SHADER_PARAM_TYPE_FLOAT,"0","")
+ SHADER_PARAM( C3_Z,SHADER_PARAM_TYPE_FLOAT,"0","")
+ SHADER_PARAM( C3_W,SHADER_PARAM_TYPE_FLOAT,"0","")
+ SHADER_PARAM( PIXSHADER, SHADER_PARAM_TYPE_STRING, "", "Name of the pixel shader to use" )
+ SHADER_PARAM( DISABLE_COLOR_WRITES,SHADER_PARAM_TYPE_INTEGER,"0","")
+ SHADER_PARAM( ALPHATESTED,SHADER_PARAM_TYPE_FLOAT,"0","")
+ SHADER_PARAM( TEXTURE1, SHADER_PARAM_TYPE_TEXTURE, "", "" )
+ SHADER_PARAM( TEXTURE2, SHADER_PARAM_TYPE_TEXTURE, "", "" )
+ SHADER_PARAM( TEXTURE3, SHADER_PARAM_TYPE_TEXTURE, "", "" )
+ SHADER_PARAM( LINEARREAD_BASETEXTURE, SHADER_PARAM_TYPE_INTEGER, "0", "" )
+ SHADER_PARAM( LINEARREAD_TEXTURE1, SHADER_PARAM_TYPE_INTEGER, "0", "" )
+ SHADER_PARAM( LINEARREAD_TEXTURE2, SHADER_PARAM_TYPE_INTEGER, "0", "" )
+ SHADER_PARAM( LINEARREAD_TEXTURE3, SHADER_PARAM_TYPE_INTEGER, "0", "" )
+ SHADER_PARAM( LINEARWRITE,SHADER_PARAM_TYPE_INTEGER,"0","")
+ END_SHADER_PARAMS
+
+ SHADER_INIT
+ {
+ if ( params[BASETEXTURE]->IsDefined() )
+ {
+ LoadTexture( BASETEXTURE );
+ }
+ if ( params[TEXTURE1]->IsDefined() )
+ {
+ LoadTexture( TEXTURE1 );
+ }
+ if ( params[TEXTURE2]->IsDefined() )
+ {
+ LoadTexture( TEXTURE2 );
+ }
+ if ( params[TEXTURE3]->IsDefined() )
+ {
+ LoadTexture( TEXTURE3 );
+ }
+ }
+
+ SHADER_FALLBACK
+ {
+ if ( g_pHardwareConfig->GetDXSupportLevel() < 80 )
+ {
+ return "Wireframe";
+ }
+
+ return 0;
+ }
+
+ SHADER_DRAW
+ {
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableDepthWrites( false );
+
+ if (params[BASETEXTURE]->IsDefined())
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ ITexture *txtr=params[BASETEXTURE]->GetTextureValue();
+ ImageFormat fmt=txtr->GetImageFormat();
+ if ((fmt==IMAGE_FORMAT_RGBA16161616F) || (fmt==IMAGE_FORMAT_RGBA16161616))
+ pShaderShadow->EnableSRGBRead(SHADER_SAMPLER0,false);
+ else
+ pShaderShadow->EnableSRGBRead(SHADER_SAMPLER0, !params[LINEARREAD_BASETEXTURE]->IsDefined() || !params[LINEARREAD_BASETEXTURE]->GetIntValue() );
+ }
+ if (params[TEXTURE1]->IsDefined())
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
+ ITexture *txtr=params[TEXTURE1]->GetTextureValue();
+ ImageFormat fmt=txtr->GetImageFormat();
+ if ((fmt==IMAGE_FORMAT_RGBA16161616F) || (fmt==IMAGE_FORMAT_RGBA16161616))
+ pShaderShadow->EnableSRGBRead(SHADER_SAMPLER1,false);
+ else
+ pShaderShadow->EnableSRGBRead(SHADER_SAMPLER1, !params[LINEARREAD_TEXTURE1]->IsDefined() || !params[LINEARREAD_TEXTURE1]->GetIntValue() );
+ }
+ if (params[TEXTURE2]->IsDefined())
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
+ ITexture *txtr=params[TEXTURE2]->GetTextureValue();
+ ImageFormat fmt=txtr->GetImageFormat();
+ if ((fmt==IMAGE_FORMAT_RGBA16161616F) || (fmt==IMAGE_FORMAT_RGBA16161616))
+ pShaderShadow->EnableSRGBRead(SHADER_SAMPLER2,false);
+ else
+ pShaderShadow->EnableSRGBRead(SHADER_SAMPLER2, !params[LINEARREAD_TEXTURE2]->IsDefined() || !params[LINEARREAD_TEXTURE2]->GetIntValue() );
+ }
+ if (params[TEXTURE3]->IsDefined())
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
+ ITexture *txtr=params[TEXTURE3]->GetTextureValue();
+ ImageFormat fmt=txtr->GetImageFormat();
+ if ((fmt==IMAGE_FORMAT_RGBA16161616F) || (fmt==IMAGE_FORMAT_RGBA16161616))
+ pShaderShadow->EnableSRGBRead(SHADER_SAMPLER3,false);
+ else
+ pShaderShadow->EnableSRGBRead(SHADER_SAMPLER3, !params[LINEARREAD_TEXTURE3]->IsDefined() || !params[LINEARREAD_TEXTURE3]->GetIntValue() );
+ }
+ int fmt = VERTEX_POSITION;
+ pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
+
+ // maybe convert from linear to gamma on write.
+ bool srgb_write=true;
+ if (params[LINEARWRITE]->GetFloatValue())
+ srgb_write=false;
+ pShaderShadow->EnableSRGBWrite( srgb_write );
+
+ // Pre-cache shaders
+ DECLARE_STATIC_VERTEX_SHADER( screenspaceeffect_vs11 );
+ SET_STATIC_VERTEX_SHADER( screenspaceeffect_vs11 );
+
+ if (params[DISABLE_COLOR_WRITES]->GetIntValue())
+ {
+ pShaderShadow->EnableColorWrites(false);
+ }
+// if (params[ALPHATESTED]->GetFloatValue())
+ {
+ pShaderShadow->EnableAlphaTest(true);
+ pShaderShadow->AlphaFunc(SHADER_ALPHAFUNC_GREATER,0.0);
+ }
+ if ( IS_FLAG_SET(MATERIAL_VAR_ADDITIVE) )
+ {
+ EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
+ }
+
+ pShaderShadow->SetPixelShader( params[PIXSHADER]->GetStringValue(), 0 );
+ }
+
+ DYNAMIC_STATE
+ {
+ if (params[BASETEXTURE]->IsDefined())
+ {
+ BindTexture( SHADER_SAMPLER0, BASETEXTURE, -1 );
+ }
+ if (params[TEXTURE1]->IsDefined())
+ {
+ BindTexture( SHADER_SAMPLER1, TEXTURE1, -1 );
+ }
+ if (params[TEXTURE2]->IsDefined())
+ {
+ BindTexture( SHADER_SAMPLER2, TEXTURE2, -1 );
+ }
+ if (params[TEXTURE3]->IsDefined())
+ {
+ BindTexture( SHADER_SAMPLER3, TEXTURE3, -1 );
+ }
+ float c0[]={
+ params[C0_X]->GetFloatValue(),
+ params[C0_Y]->GetFloatValue(),
+ params[C0_Z]->GetFloatValue(),
+ params[C0_W]->GetFloatValue(),
+ params[C1_X]->GetFloatValue(),
+ params[C1_Y]->GetFloatValue(),
+ params[C1_Z]->GetFloatValue(),
+ params[C1_W]->GetFloatValue(),
+ params[C2_X]->GetFloatValue(),
+ params[C2_Y]->GetFloatValue(),
+ params[C2_Z]->GetFloatValue(),
+ params[C2_W]->GetFloatValue(),
+ params[C3_X]->GetFloatValue(),
+ params[C3_Y]->GetFloatValue(),
+ params[C3_Z]->GetFloatValue(),
+ params[C3_W]->GetFloatValue()
+ };
+
+ pShaderAPI->SetPixelShaderConstant( 0, c0, ARRAYSIZE(c0)/4 );
+ pShaderAPI->SetVertexShaderIndex( 0 );
+ pShaderAPI->SetPixelShaderIndex( 0 );
+
+ DECLARE_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs11 );
+ SET_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs11 );
+ }
+ Draw();
+ }
+END_SHADER