1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "shaderlib/cshader.h"
#define USE_NEW_SHADER //Updating assembly shaders to fxc, this is for A/B testing.
#ifdef USE_NEW_SHADER
#include "debugtangentspace_vs11.inc"
#include "debugtangentspace_vs20.inc"
#include "unlitgeneric_notexture_ps11.inc"
#include "unlitgeneric_notexture_ps20.inc"
#include "unlitgeneric_notexture_ps20b.inc"
#else
#include "debugtangentspace.inc"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
BEGIN_SHADER( DebugTangentSpace, "Help for DebugTangentSpace" )
BEGIN_SHADER_PARAMS
SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/basetexture", "unused", SHADER_PARAM_NOT_EDITABLE )
SHADER_PARAM_OVERRIDE( FRAME, SHADER_PARAM_TYPE_INTEGER, "0", "unused", SHADER_PARAM_NOT_EDITABLE )
SHADER_PARAM_OVERRIDE( BASETEXTURETRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "unused", SHADER_PARAM_NOT_EDITABLE )
SHADER_PARAM_OVERRIDE( COLOR, SHADER_PARAM_TYPE_COLOR, "{255 255 255}", "unused", SHADER_PARAM_NOT_EDITABLE )
SHADER_PARAM_OVERRIDE( ALPHA, SHADER_PARAM_TYPE_FLOAT, "1.0", "unused", SHADER_PARAM_NOT_EDITABLE )
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
}
SHADER_INIT
{
}
SHADER_DRAW
{
if (g_pHardwareConfig->SupportsVertexAndPixelShaders())
{
SHADOW_STATE
{
// Set stream format (note that this shader supports compression)
unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_COMPRESSED;
int nTexCoordCount = 0;
int userDataSize = 4;
pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
#ifdef USE_NEW_SHADER
if( g_pHardwareConfig->GetDXSupportLevel() >= 90 )
{
DECLARE_STATIC_VERTEX_SHADER( debugtangentspace_vs20 );
SET_STATIC_VERTEX_SHADER( debugtangentspace_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( unlitgeneric_notexture_ps20b );
SET_STATIC_PIXEL_SHADER( unlitgeneric_notexture_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( unlitgeneric_notexture_ps20 );
SET_STATIC_PIXEL_SHADER( unlitgeneric_notexture_ps20 );
}
}
else
{
DECLARE_STATIC_VERTEX_SHADER( debugtangentspace_vs11 );
SET_STATIC_VERTEX_SHADER( debugtangentspace_vs11 );
DECLARE_STATIC_PIXEL_SHADER( unlitgeneric_notexture_ps11 );
SET_STATIC_PIXEL_SHADER( unlitgeneric_notexture_ps11 );
}
#else
debugtangentspace_Static_Index vshIndex;
pShaderShadow->SetVertexShader( "DebugTangentSpace", vshIndex.GetIndex() );
pShaderShadow->SetPixelShader( "UnlitGeneric_NoTexture" );
#endif
}
DYNAMIC_STATE
{
#ifdef USE_NEW_SHADER
if( g_pHardwareConfig->GetDXSupportLevel() >= 90 )
{
DECLARE_DYNAMIC_VERTEX_SHADER( debugtangentspace_vs20 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
SET_DYNAMIC_VERTEX_SHADER( debugtangentspace_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( unlitgeneric_notexture_ps20b );
SET_DYNAMIC_PIXEL_SHADER( unlitgeneric_notexture_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( unlitgeneric_notexture_ps20 );
SET_DYNAMIC_PIXEL_SHADER( unlitgeneric_notexture_ps20 );
}
}
else // legacy hardware
{
DECLARE_DYNAMIC_VERTEX_SHADER( debugtangentspace_vs11 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
SET_DYNAMIC_VERTEX_SHADER( debugtangentspace_vs11 );
DECLARE_DYNAMIC_PIXEL_SHADER( unlitgeneric_notexture_ps11 );
SET_DYNAMIC_PIXEL_SHADER( unlitgeneric_notexture_ps11 );
}
#else
debugtangentspace_Dynamic_Index vshIndex;
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 );
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
#endif
}
Draw();
}
}
END_SHADER
|