119 lines
3.4 KiB
C++
119 lines
3.4 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "BaseVSShader.h"
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#include "common_hlsl_cpp_consts.h"
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// NOTE: This has to be the last file included!
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#include "tier0/memdbgon.h"
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BEGIN_VS_SHADER_FLAGS( Sample4x4, "Help for Sample4x4", SHADER_NOT_EDITABLE )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" )
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SHADER_PARAM( PIXSHADER, SHADER_PARAM_TYPE_STRING, "sample4x4_ps20", "Name of the pixel shader to use" )
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END_SHADER_PARAMS
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SHADER_INIT
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{
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LoadTexture( BASETEXTURE );
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}
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SHADER_FALLBACK
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{
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return 0;
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}
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SHADER_DRAW
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{
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SHADOW_STATE
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{
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pShaderShadow->EnableDepthWrites( false );
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pShaderShadow->EnableAlphaWrites( true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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int fmt = VERTEX_POSITION;
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pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
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pShaderShadow->SetVertexShader( "Downsample_vs20", 0 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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const char *szPixelShader = params[PIXSHADER]->GetStringValue();
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size_t iLength = Q_strlen( szPixelShader );
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if( (iLength > 5) && (Q_stricmp( &szPixelShader[iLength - 5], "_ps20" ) == 0) ) //detect if it's trying to load a ps20 shader
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{
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//replace it with the ps20b shader
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char *szNewName = (char *)stackalloc( sizeof( char ) * (iLength + 2) );
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memcpy( szNewName, szPixelShader, sizeof( char ) * iLength );
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szNewName[iLength] = 'b';
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szNewName[iLength + 1] = '\0';
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pShaderShadow->SetPixelShader( szNewName, 0 );
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}
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else
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{
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pShaderShadow->SetPixelShader( params[PIXSHADER]->GetStringValue(), 0 );
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}
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}
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else
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{
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pShaderShadow->SetPixelShader( params[PIXSHADER]->GetStringValue(), 0 );
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}
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// if ( IsAlphaModulating() )
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// {
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// pShaderShadow->EnableBlending( true );
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// pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA,
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// SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
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// }
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// else
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// {
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// pShaderShadow->EnableBlending( true );
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// pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA,
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// SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
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// // pShaderShadow->EnableBlending( false );
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// }
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}
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DYNAMIC_STATE
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{
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, -1 );
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ITexture *src_texture=params[BASETEXTURE]->GetTextureValue();
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int width=src_texture->GetActualWidth();
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int height=src_texture->GetActualHeight();
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float v[4];
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float dX = 1.0f / width;
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float dY = 1.0f / height;
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v[0] = -dX;
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v[1] = -dY;
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, v, 1 );
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v[0] = -dX;
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v[1] = dY;
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, v, 1 );
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v[0] = dX;
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v[1] = -dY;
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, v, 1 );
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v[0] = dX;
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v[1] = dY;
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, v, 1 );
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pShaderAPI->SetVertexShaderIndex( 0 );
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pShaderAPI->SetPixelShaderIndex( 0 );
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// store the ALPHA material var into c0
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v[0] = ALPHA;
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pShaderAPI->SetPixelShaderConstant( 0, v, 1 );
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}
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Draw();
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}
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END_SHADER
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