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path: root/mp/src/materialsystem/stdshaders/sky_dx9.cpp
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-rw-r--r--mp/src/materialsystem/stdshaders/sky_dx9.cpp126
1 files changed, 126 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/sky_dx9.cpp b/mp/src/materialsystem/stdshaders/sky_dx9.cpp
new file mode 100644
index 00000000..93eb6115
--- /dev/null
+++ b/mp/src/materialsystem/stdshaders/sky_dx9.cpp
@@ -0,0 +1,126 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $Header: $
+// $NoKeywords: $
+//=============================================================================//
+#include "BaseVSShader.h"
+#include "sky_vs20.inc"
+#include "sky_ps20.inc"
+#include "sky_ps20b.inc"
+
+#include "convar.h"
+
+BEGIN_VS_SHADER( Sky_DX9, "Help for Sky_DX9 shader" )
+
+ BEGIN_SHADER_PARAMS
+ SHADER_PARAM_OVERRIDE( COLOR, SHADER_PARAM_TYPE_VEC3, "[ 1 1 1]", "color multiplier", SHADER_PARAM_NOT_EDITABLE )
+ SHADER_PARAM_OVERRIDE( ALPHA, SHADER_PARAM_TYPE_FLOAT, "1.0", "unused", SHADER_PARAM_NOT_EDITABLE )
+ END_SHADER_PARAMS
+
+ SHADER_FALLBACK
+ {
+ if( g_pHardwareConfig->GetDXSupportLevel() < 90 )
+ {
+ return "sky_dx6";
+ }
+ return 0;
+ }
+
+ SHADER_INIT_PARAMS()
+ {
+ SET_FLAGS( MATERIAL_VAR_NOFOG );
+ SET_FLAGS( MATERIAL_VAR_IGNOREZ );
+ }
+ SHADER_INIT
+ {
+ if (params[BASETEXTURE]->IsDefined())
+ {
+ ImageFormat fmt = params[BASETEXTURE]->GetTextureValue()->GetImageFormat();
+ LoadTexture( BASETEXTURE, (fmt==IMAGE_FORMAT_RGBA16161616F) || (fmt==IMAGE_FORMAT_RGBA16161616) ? 0 : TEXTUREFLAGS_SRGB );
+ }
+ }
+ SHADER_DRAW
+ {
+ SHADOW_STATE
+ {
+ SetInitialShadowState();
+
+// pShaderShadow->EnableAlphaWrites( true );
+ 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,true);
+
+ pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, NULL, 0 );
+
+ DECLARE_STATIC_VERTEX_SHADER( sky_vs20 );
+ SET_STATIC_VERTEX_SHADER( sky_vs20 );
+
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_STATIC_PIXEL_SHADER( sky_ps20b );
+ SET_STATIC_PIXEL_SHADER( sky_ps20b );
+ }
+ else
+ {
+ DECLARE_STATIC_PIXEL_SHADER( sky_ps20 );
+ SET_STATIC_PIXEL_SHADER( sky_ps20 );
+ }
+ // we are writing linear values from this shader.
+ pShaderShadow->EnableSRGBWrite( true );
+
+ pShaderShadow->EnableAlphaWrites( true );
+ }
+
+ DYNAMIC_STATE
+ {
+ BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
+ float c1[4]={0,0,0,0};
+ pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, c1);
+
+ float c0[4]={1,1,1,1};
+ if (params[COLOR]->IsDefined())
+ {
+ memcpy(c0,params[COLOR]->GetVecValue(),3*sizeof(float));
+ }
+ ITexture *txtr=params[BASETEXTURE]->GetTextureValue();
+ ImageFormat fmt=txtr->GetImageFormat();
+ if (
+ (fmt==IMAGE_FORMAT_RGBA16161616) ||
+ ( (fmt==IMAGE_FORMAT_RGBA16161616F) &&
+ (g_pHardwareConfig->GetHDRType()==HDR_TYPE_INTEGER))
+ )
+ {
+ c0[0]*=16.0;
+ c0[1]*=16.0;
+ c0[2]*=16.0;
+ }
+ pShaderAPI->SetPixelShaderConstant(0,c0,1);
+ DECLARE_DYNAMIC_VERTEX_SHADER( sky_vs20 );
+ SET_DYNAMIC_VERTEX_SHADER( sky_vs20 );
+
+ // Texture coord transform
+ SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, BASETEXTURETRANSFORM );
+
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( sky_ps20b );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, pShaderAPI->ShouldWriteDepthToDestAlpha() );
+ SET_DYNAMIC_PIXEL_SHADER( sky_ps20b );
+ }
+ else
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( sky_ps20 );
+ SET_DYNAMIC_PIXEL_SHADER( sky_ps20 );
+ }
+ }
+ Draw( );
+ }
+
+END_SHADER
+