diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/materialsystem/stdshaders/screenspace_general.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/materialsystem/stdshaders/screenspace_general.cpp')
| -rw-r--r-- | mp/src/materialsystem/stdshaders/screenspace_general.cpp | 464 |
1 files changed, 232 insertions, 232 deletions
diff --git a/mp/src/materialsystem/stdshaders/screenspace_general.cpp b/mp/src/materialsystem/stdshaders/screenspace_general.cpp index 0a2bf03e..4d2ad67f 100644 --- a/mp/src/materialsystem/stdshaders/screenspace_general.cpp +++ b/mp/src/materialsystem/stdshaders/screenspace_general.cpp @@ -1,232 +1,232 @@ -//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#include "BaseVSShader.h"
-
-#include "SDK_screenspaceeffect_vs20.inc"
-
-DEFINE_FALLBACK_SHADER( SDK_screenspace_general, SDK_screenspace_general_dx9 )
-BEGIN_VS_SHADER_FLAGS( SDK_screenspace_general_dx9, "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","")
- SHADER_PARAM( X360APPCHOOSER, SHADER_PARAM_TYPE_INTEGER, "0", "Needed for movies in 360 launcher" )
- 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() < 90 )
- {
- return "screenspace_general_dx8";
- }
-
- 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;
-
- if ( IS_PARAM_DEFINED( X360APPCHOOSER ) && ( params[X360APPCHOOSER]->GetIntValue() ) )
- {
- fmt |= VERTEX_COLOR;
- EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
- }
- 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( sdk_screenspaceeffect_vs20 );
- SET_STATIC_VERTEX_SHADER_COMBO( X360APPCHOOSER, IS_PARAM_DEFINED( X360APPCHOOSER ) ? params[X360APPCHOOSER]->GetIntValue() : 0 );
- vsh_forgot_to_set_static_X360APPCHOOSER = 0; // This is a dirty workaround to the shortcut [= 0] in the fxc
- SET_STATIC_VERTEX_SHADER( sdk_screenspaceeffect_vs20 );
-
- 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 );
- }
-
- 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
- {
- 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 );
-
- float eyePos[4];
- pShaderAPI->GetWorldSpaceCameraPosition( eyePos );
- pShaderAPI->SetPixelShaderConstant( 10, eyePos, 1 );
-
- pShaderAPI->SetVertexShaderIndex( 0 );
- pShaderAPI->SetPixelShaderIndex( 0 );
-
- DECLARE_DYNAMIC_VERTEX_SHADER( sdk_screenspaceeffect_vs20 );
- SET_DYNAMIC_VERTEX_SHADER( sdk_screenspaceeffect_vs20 );
- }
- Draw();
- }
-END_SHADER
+//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#include "BaseVSShader.h" + +#include "SDK_screenspaceeffect_vs20.inc" + +DEFINE_FALLBACK_SHADER( SDK_screenspace_general, SDK_screenspace_general_dx9 ) +BEGIN_VS_SHADER_FLAGS( SDK_screenspace_general_dx9, "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","") + SHADER_PARAM( X360APPCHOOSER, SHADER_PARAM_TYPE_INTEGER, "0", "Needed for movies in 360 launcher" ) + 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() < 90 ) + { + return "screenspace_general_dx8"; + } + + 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; + + if ( IS_PARAM_DEFINED( X360APPCHOOSER ) && ( params[X360APPCHOOSER]->GetIntValue() ) ) + { + fmt |= VERTEX_COLOR; + EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); + } + 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( sdk_screenspaceeffect_vs20 ); + SET_STATIC_VERTEX_SHADER_COMBO( X360APPCHOOSER, IS_PARAM_DEFINED( X360APPCHOOSER ) ? params[X360APPCHOOSER]->GetIntValue() : 0 ); + vsh_forgot_to_set_static_X360APPCHOOSER = 0; // This is a dirty workaround to the shortcut [= 0] in the fxc + SET_STATIC_VERTEX_SHADER( sdk_screenspaceeffect_vs20 ); + + 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 ); + } + + 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 + { + 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 ); + + float eyePos[4]; + pShaderAPI->GetWorldSpaceCameraPosition( eyePos ); + pShaderAPI->SetPixelShaderConstant( 10, eyePos, 1 ); + + pShaderAPI->SetVertexShaderIndex( 0 ); + pShaderAPI->SetPixelShaderIndex( 0 ); + + DECLARE_DYNAMIC_VERTEX_SHADER( sdk_screenspaceeffect_vs20 ); + SET_DYNAMIC_VERTEX_SHADER( sdk_screenspaceeffect_vs20 ); + } + Draw(); + } +END_SHADER |