diff options
| author | Joe Ludwig <[email protected]> | 2013-07-30 15:10:15 -0700 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-07-30 15:10:15 -0700 |
| commit | d9ac276a957034bba99d71c1ecbfb53c3d2d1c87 (patch) | |
| tree | ac1d618bc96127fcc03cc7c6f493043ca30c5564 /mp/src/materialsystem/stdshaders | |
| parent | Revised the contribution guidelines to encourage more interaction within the ... (diff) | |
| download | source-sdk-2013-d9ac276a957034bba99d71c1ecbfb53c3d2d1c87.tar.xz source-sdk-2013-d9ac276a957034bba99d71c1ecbfb53c3d2d1c87.zip | |
Added bloom shader and screenspace effect helpers as examples for the SDK.
Diffstat (limited to 'mp/src/materialsystem/stdshaders')
13 files changed, 658 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/Bloom.cpp b/mp/src/materialsystem/stdshaders/Bloom.cpp new file mode 100644 index 00000000..620a6edb --- /dev/null +++ b/mp/src/materialsystem/stdshaders/Bloom.cpp @@ -0,0 +1,90 @@ +//===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//===========================================================================//
+
+#include "BaseVSShader.h"
+
+#include "SDK_screenspaceeffect_vs20.inc"
+#include "SDK_Bloom_ps20.inc"
+#include "SDK_Bloom_ps20b.inc"
+
+BEGIN_VS_SHADER_FLAGS( SDK_Bloom, "Help for Bloom", SHADER_NOT_EDITABLE )
+ BEGIN_SHADER_PARAMS
+ SHADER_PARAM( FBTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "_rt_FullFrameFB", "" )
+ SHADER_PARAM( BLURTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "_rt_SmallHDR0", "" )
+ END_SHADER_PARAMS
+
+ SHADER_INIT
+ {
+ if( params[FBTEXTURE]->IsDefined() )
+ {
+ LoadTexture( FBTEXTURE );
+ }
+ if( params[BLURTEXTURE]->IsDefined() )
+ {
+ LoadTexture( BLURTEXTURE );
+ }
+ }
+
+ SHADER_FALLBACK
+ {
+ // Requires DX9 + above
+ if ( g_pHardwareConfig->GetDXSupportLevel() < 90 )
+ {
+ Assert( 0 );
+ return "Wireframe";
+ }
+ return 0;
+ }
+
+ SHADER_DRAW
+ {
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableDepthWrites( false );
+
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
+ int fmt = VERTEX_POSITION;
+ pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
+
+ // Pre-cache shaders
+ DECLARE_STATIC_VERTEX_SHADER( sdk_screenspaceeffect_vs20 );
+ SET_STATIC_VERTEX_SHADER( sdk_screenspaceeffect_vs20 );
+
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_STATIC_PIXEL_SHADER( sdk_bloom_ps20b );
+ SET_STATIC_PIXEL_SHADER( sdk_bloom_ps20b );
+ }
+ else
+ {
+ DECLARE_STATIC_PIXEL_SHADER( sdk_bloom_ps20 );
+ SET_STATIC_PIXEL_SHADER( sdk_bloom_ps20 );
+ }
+ }
+
+ DYNAMIC_STATE
+ {
+ BindTexture( SHADER_SAMPLER0, FBTEXTURE, -1 );
+ BindTexture( SHADER_SAMPLER1, BLURTEXTURE, -1 );
+ DECLARE_DYNAMIC_VERTEX_SHADER( sdk_screenspaceeffect_vs20 );
+ SET_DYNAMIC_VERTEX_SHADER( sdk_screenspaceeffect_vs20 );
+
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( sdk_bloom_ps20b );
+ SET_DYNAMIC_PIXEL_SHADER( sdk_bloom_ps20b );
+ }
+ else
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( sdk_bloom_ps20 );
+ SET_DYNAMIC_PIXEL_SHADER( sdk_bloom_ps20 );
+ }
+ }
+ Draw();
+ }
+END_SHADER
diff --git a/mp/src/materialsystem/stdshaders/SDK_Bloom_ps2x.fxc b/mp/src/materialsystem/stdshaders/SDK_Bloom_ps2x.fxc new file mode 100644 index 00000000..82a386ae --- /dev/null +++ b/mp/src/materialsystem/stdshaders/SDK_Bloom_ps2x.fxc @@ -0,0 +1,21 @@ +// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
+// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
+
+#define HDRTYPE HDR_TYPE_NONE
+#include "common_ps_fxc.h"
+
+sampler FBSampler : register( s0 );
+sampler BlurSampler : register( s1 );
+
+struct PS_INPUT
+{
+ float2 texCoord : TEXCOORD0;
+};
+
+float4 main( PS_INPUT i ) : COLOR
+{
+ float4 fbSample = tex2D( FBSampler, i.texCoord );
+ float4 blurSample = tex2D( BlurSampler, i.texCoord );
+
+ return FinalOutput( float4( fbSample + blurSample.rgb * blurSample.a * MAX_HDR_OVERBRIGHT, 1.0f ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
+}
\ No newline at end of file diff --git a/mp/src/materialsystem/stdshaders/SDK_bloomadd_ps11.fxc b/mp/src/materialsystem/stdshaders/SDK_bloomadd_ps11.fxc new file mode 100644 index 00000000..2f573009 --- /dev/null +++ b/mp/src/materialsystem/stdshaders/SDK_bloomadd_ps11.fxc @@ -0,0 +1,18 @@ +//======= Copyright � 1996-2006, Valve Corporation, All rights reserved. ======
+#define CONVERT_TO_SRGB 0
+
+#include "common_ps_fxc.h"
+
+sampler TexSampler : register( s0 );
+
+struct PS_INPUT
+{
+ HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate
+};
+
+float4 main( PS_INPUT i ) : COLOR
+{
+ float4 result = tex2D( TexSampler, i.baseTexCoord );
+ result.a = 1.0f;
+ return result; //FinalOutput( result, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
+}
diff --git a/mp/src/materialsystem/stdshaders/SDK_bloomadd_ps2x.fxc b/mp/src/materialsystem/stdshaders/SDK_bloomadd_ps2x.fxc new file mode 100644 index 00000000..9faf9ecd --- /dev/null +++ b/mp/src/materialsystem/stdshaders/SDK_bloomadd_ps2x.fxc @@ -0,0 +1,23 @@ +//======= Copyright � 1996-2006, Valve Corporation, All rights reserved. ======
+#define CONVERT_TO_SRGB 0
+
+#include "common_ps_fxc.h"
+
+sampler TexSampler : register( s0 );
+
+struct PS_INPUT
+{
+ HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate
+
+#if defined( _X360 ) //matching pixel shader inputs to vertex shader outputs to avoid shader patches
+ float2 ZeroTexCoord : TEXCOORD1;
+ float2 bloomTexCoord : TEXCOORD2;
+#endif
+};
+
+float4 main( PS_INPUT i ) : COLOR
+{
+ float4 result = tex2D( TexSampler, i.baseTexCoord );
+ result.a = 1.0f;
+ return result; //FinalOutput( result, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
+}
diff --git a/mp/src/materialsystem/stdshaders/SDK_screenspaceeffect_vs20.fxc b/mp/src/materialsystem/stdshaders/SDK_screenspaceeffect_vs20.fxc new file mode 100644 index 00000000..eec88ba2 --- /dev/null +++ b/mp/src/materialsystem/stdshaders/SDK_screenspaceeffect_vs20.fxc @@ -0,0 +1,47 @@ +//========= Copyright � 1996-2006, Valve Corporation, All rights reserved. ============//
+
+// STATIC: "X360APPCHOOSER" "0..1" [= 0]
+
+#include "common_vs_fxc.h"
+
+struct VS_INPUT
+{
+ float3 vPos : POSITION;
+ float2 vBaseTexCoord : TEXCOORD0;
+
+ #if X360APPCHOOSER
+ float4 vColor : COLOR0;
+ #endif
+};
+
+struct VS_OUTPUT
+{
+ float4 projPos : POSITION;
+ float2 baseTexCoord : TEXCOORD0;
+ float2 ZeroTexCoord : TEXCOORD1;
+ float2 bloomTexCoord : TEXCOORD2;
+
+ #if X360APPCHOOSER
+ float4 vColor : TEXCOORD3;
+ #endif
+};
+
+float4 Texel_Sizes : register (SHADER_SPECIFIC_CONST_0);
+
+VS_OUTPUT main( const VS_INPUT v )
+{
+ VS_OUTPUT o = ( VS_OUTPUT )0;
+
+ o.projPos = float4( v.vPos, 1.0f );
+ o.baseTexCoord = v.vBaseTexCoord;
+ o.ZeroTexCoord=float2(0,0);
+ o.bloomTexCoord.x=v.vBaseTexCoord.x+Texel_Sizes.z;
+ o.bloomTexCoord.y=v.vBaseTexCoord.y+Texel_Sizes.w;
+
+ #if X360APPCHOOSER
+ o.vColor.rgba = v.vColor.rgba;
+ o.projPos.xyzw = mul( float4( v.vPos.xyz, 1.0f ), cModelViewProj );
+ #endif
+
+ return o;
+}
diff --git a/mp/src/materialsystem/stdshaders/fxctmp9/SDK_Bloom_ps20.inc b/mp/src/materialsystem/stdshaders/fxctmp9/SDK_Bloom_ps20.inc new file mode 100644 index 00000000..12871d11 --- /dev/null +++ b/mp/src/materialsystem/stdshaders/fxctmp9/SDK_Bloom_ps20.inc @@ -0,0 +1,33 @@ +#include "shaderlib/cshader.h"
+class sdk_bloom_ps20_Static_Index
+{
+public:
+ sdk_bloom_ps20_Static_Index( )
+ {
+ }
+ int GetIndex()
+ {
+ // Asserts to make sure that we aren't using any skipped combinations.
+ // Asserts to make sure that we are setting all of the combination vars.
+#ifdef _DEBUG
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_sdk_bloom_ps20 0
+class sdk_bloom_ps20_Dynamic_Index
+{
+public:
+ sdk_bloom_ps20_Dynamic_Index()
+ {
+ }
+ int GetIndex()
+ {
+ // Asserts to make sure that we aren't using any skipped combinations.
+ // Asserts to make sure that we are setting all of the combination vars.
+#ifdef _DEBUG
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_sdk_bloom_ps20 0
diff --git a/mp/src/materialsystem/stdshaders/fxctmp9/SDK_Bloom_ps20b.inc b/mp/src/materialsystem/stdshaders/fxctmp9/SDK_Bloom_ps20b.inc new file mode 100644 index 00000000..591af10a --- /dev/null +++ b/mp/src/materialsystem/stdshaders/fxctmp9/SDK_Bloom_ps20b.inc @@ -0,0 +1,60 @@ +#include "shaderlib/cshader.h"
+class sdk_bloom_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ sdk_bloom_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ int GetIndex()
+ {
+ // Asserts to make sure that we aren't using any skipped combinations.
+ // Asserts to make sure that we are setting all of the combination vars.
+#ifdef _DEBUG
+ bool bAllStaticVarsDefined = m_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_sdk_bloom_ps20b 0
+class sdk_bloom_ps20b_Dynamic_Index
+{
+public:
+ sdk_bloom_ps20b_Dynamic_Index()
+ {
+ }
+ int GetIndex()
+ {
+ // Asserts to make sure that we aren't using any skipped combinations.
+ // Asserts to make sure that we are setting all of the combination vars.
+#ifdef _DEBUG
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_sdk_bloom_ps20b 0
diff --git a/mp/src/materialsystem/stdshaders/fxctmp9/SDK_bloomadd_ps20.inc b/mp/src/materialsystem/stdshaders/fxctmp9/SDK_bloomadd_ps20.inc new file mode 100644 index 00000000..672569d4 --- /dev/null +++ b/mp/src/materialsystem/stdshaders/fxctmp9/SDK_bloomadd_ps20.inc @@ -0,0 +1,33 @@ +#include "shaderlib/cshader.h"
+class sdk_bloomadd_ps20_Static_Index
+{
+public:
+ sdk_bloomadd_ps20_Static_Index( )
+ {
+ }
+ int GetIndex()
+ {
+ // Asserts to make sure that we aren't using any skipped combinations.
+ // Asserts to make sure that we are setting all of the combination vars.
+#ifdef _DEBUG
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_sdk_bloomadd_ps20 0
+class sdk_bloomadd_ps20_Dynamic_Index
+{
+public:
+ sdk_bloomadd_ps20_Dynamic_Index()
+ {
+ }
+ int GetIndex()
+ {
+ // Asserts to make sure that we aren't using any skipped combinations.
+ // Asserts to make sure that we are setting all of the combination vars.
+#ifdef _DEBUG
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_sdk_bloomadd_ps20 0
diff --git a/mp/src/materialsystem/stdshaders/fxctmp9/SDK_bloomadd_ps20b.inc b/mp/src/materialsystem/stdshaders/fxctmp9/SDK_bloomadd_ps20b.inc new file mode 100644 index 00000000..645e9f46 --- /dev/null +++ b/mp/src/materialsystem/stdshaders/fxctmp9/SDK_bloomadd_ps20b.inc @@ -0,0 +1,33 @@ +#include "shaderlib/cshader.h"
+class sdk_bloomadd_ps20b_Static_Index
+{
+public:
+ sdk_bloomadd_ps20b_Static_Index( )
+ {
+ }
+ int GetIndex()
+ {
+ // Asserts to make sure that we aren't using any skipped combinations.
+ // Asserts to make sure that we are setting all of the combination vars.
+#ifdef _DEBUG
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_sdk_bloomadd_ps20b 0
+class sdk_bloomadd_ps20b_Dynamic_Index
+{
+public:
+ sdk_bloomadd_ps20b_Dynamic_Index()
+ {
+ }
+ int GetIndex()
+ {
+ // Asserts to make sure that we aren't using any skipped combinations.
+ // Asserts to make sure that we are setting all of the combination vars.
+#ifdef _DEBUG
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_sdk_bloomadd_ps20b 0
diff --git a/mp/src/materialsystem/stdshaders/fxctmp9/SDK_screenspaceeffect_vs20.inc b/mp/src/materialsystem/stdshaders/fxctmp9/SDK_screenspaceeffect_vs20.inc new file mode 100644 index 00000000..c37985c8 --- /dev/null +++ b/mp/src/materialsystem/stdshaders/fxctmp9/SDK_screenspaceeffect_vs20.inc @@ -0,0 +1,60 @@ +#include "shaderlib/cshader.h"
+class sdk_screenspaceeffect_vs20_Static_Index
+{
+private:
+ int m_nX360APPCHOOSER;
+#ifdef _DEBUG
+ bool m_bX360APPCHOOSER;
+#endif
+public:
+ void SetX360APPCHOOSER( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nX360APPCHOOSER = i;
+#ifdef _DEBUG
+ m_bX360APPCHOOSER = true;
+#endif
+ }
+ void SetX360APPCHOOSER( bool i )
+ {
+ m_nX360APPCHOOSER = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bX360APPCHOOSER = true;
+#endif
+ }
+public:
+ sdk_screenspaceeffect_vs20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bX360APPCHOOSER = true;
+#endif // _DEBUG
+ m_nX360APPCHOOSER = 0;
+ }
+ int GetIndex()
+ {
+ // Asserts to make sure that we aren't using any skipped combinations.
+ // Asserts to make sure that we are setting all of the combination vars.
+#ifdef _DEBUG
+ bool bAllStaticVarsDefined = m_bX360APPCHOOSER;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nX360APPCHOOSER ) + 0;
+ }
+};
+#define shaderStaticTest_sdk_screenspaceeffect_vs20 0
+class sdk_screenspaceeffect_vs20_Dynamic_Index
+{
+public:
+ sdk_screenspaceeffect_vs20_Dynamic_Index()
+ {
+ }
+ int GetIndex()
+ {
+ // Asserts to make sure that we aren't using any skipped combinations.
+ // Asserts to make sure that we are setting all of the combination vars.
+#ifdef _DEBUG
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_sdk_screenspaceeffect_vs20 0
diff --git a/mp/src/materialsystem/stdshaders/game_shader_dx9_base.vpc b/mp/src/materialsystem/stdshaders/game_shader_dx9_base.vpc index 2fb7fc9e..c2fe0d49 100644 --- a/mp/src/materialsystem/stdshaders/game_shader_dx9_base.vpc +++ b/mp/src/materialsystem/stdshaders/game_shader_dx9_base.vpc @@ -53,6 +53,9 @@ $Project $File "example_model_dx9.cpp"
$File "example_model_dx9_helper.cpp"
+
+ $File "Bloom.cpp"
+ $File "screenspace_general.cpp"
}
$Folder "Header Files"
diff --git a/mp/src/materialsystem/stdshaders/screenspace_general.cpp b/mp/src/materialsystem/stdshaders/screenspace_general.cpp new file mode 100644 index 00000000..0a2bf03e --- /dev/null +++ b/mp/src/materialsystem/stdshaders/screenspace_general.cpp @@ -0,0 +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
diff --git a/mp/src/materialsystem/stdshaders/stdshader_dx9_20b.txt b/mp/src/materialsystem/stdshaders/stdshader_dx9_20b.txt index f70ae0a2..8ebd79dd 100644 --- a/mp/src/materialsystem/stdshaders/stdshader_dx9_20b.txt +++ b/mp/src/materialsystem/stdshaders/stdshader_dx9_20b.txt @@ -9,3 +9,8 @@ example_model_ps20b.fxc
example_model_vs20.fxc
+
+SDK_Bloom_ps2x.fxc
+SDK_screenspaceeffect_vs20.fxc
+
+SDK_bloomadd_ps2x.fxc
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