mirror of
https://github.com/mapbase-source/source-sdk-2013.git
synced 2025-03-12 05:30:21 +03:00
This should include the latest version of every shader that was in the 2007 SDK. It also includes a smattering of debug shaders, both VR distortion shaders, and other assorted shaders that will hopefully be useful. None of these new files are included in the game shader DLL project. If you need to modify one of these shaders for use in your mod you will need to rename it so that you don't collide with the version of that shader that lives in stdshader_dx9.dll.
141 lines
3.9 KiB
C++
141 lines
3.9 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Header: $
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// $NoKeywords: $
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//===========================================================================//
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#include "shaderlib/cshader.h"
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#define USE_NEW_SHADER //Updating assembly shaders to fxc, this is for A/B testing.
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#ifdef USE_NEW_SHADER
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#include "unlitgeneric_vs20.inc"
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#include "unlitgeneric_ps20.inc"
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#include "unlitgeneric_ps20b.inc"
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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BEGIN_SHADER_FLAGS( DebugLuxels, "Help for DebugLuxels", SHADER_NOT_EDITABLE )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( NOSCALE, SHADER_PARAM_TYPE_BOOL, "0", "fixme" )
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
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#ifdef USE_NEW_SHADER
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if( g_pHardwareConfig->GetDXSupportLevel() >= 90 )
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{
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SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
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}
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#endif
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}
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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_DRAW
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{
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SHADOW_STATE
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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if (IS_FLAG_SET(MATERIAL_VAR_TRANSLUCENT))
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{
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pShaderShadow->EnableBlending( true );
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pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
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}
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if (IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR))
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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_COLOR | SHADER_DRAW_LIGHTMAP_TEXCOORD0 );
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else
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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_LIGHTMAP_TEXCOORD0 );
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#ifdef USE_NEW_SHADER
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if( g_pHardwareConfig->GetDXSupportLevel() >= 90 )
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{
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bool bVertexColor = IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR);
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DECLARE_STATIC_VERTEX_SHADER( unlitgeneric_vs20 );
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SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, bVertexColor ? 1 : 0 );
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SET_STATIC_VERTEX_SHADER( unlitgeneric_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( unlitgeneric_ps20b );
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SET_STATIC_PIXEL_SHADER( unlitgeneric_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( unlitgeneric_ps20 );
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SET_STATIC_PIXEL_SHADER( unlitgeneric_ps20 );
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}
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}
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#endif
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}
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DYNAMIC_STATE
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{
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
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int texCoordScaleX = 1, texCoordScaleY = 1;
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if (!params[NOSCALE]->GetIntValue())
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{
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pShaderAPI->GetLightmapDimensions( &texCoordScaleX, &texCoordScaleY );
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}
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#ifdef USE_NEW_SHADER
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if( g_pHardwareConfig->GetDXSupportLevel() >= 90 )
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{
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float vVertexColor[4] = { IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR) ? 1.0f : 0.0f, 0.0f, 0.0f, 0.0f };
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, vVertexColor, 1 );
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DECLARE_DYNAMIC_VERTEX_SHADER( unlitgeneric_vs20 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
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SET_DYNAMIC_VERTEX_SHADER( unlitgeneric_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( unlitgeneric_ps20b );
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SET_DYNAMIC_PIXEL_SHADER( unlitgeneric_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( unlitgeneric_ps20 );
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SET_DYNAMIC_PIXEL_SHADER( unlitgeneric_ps20 );
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}
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//texture scale transform
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Vector4D transformation[2];
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transformation[0].Init( (float)texCoordScaleX, 0.0f, 0.0f, 0.0f );
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transformation[1].Init( 0.0f, (float)texCoordScaleY, 0.0f, 0.0f );
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s_pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, transformation[0].Base(), 2 );
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}
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else
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#endif
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{
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if (!params[NOSCALE]->GetIntValue())
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{
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pShaderAPI->MatrixMode( MATERIAL_TEXTURE0 );
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pShaderAPI->LoadIdentity( );
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pShaderAPI->ScaleXY( texCoordScaleX, texCoordScaleY );
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}
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}
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}
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Draw();
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}
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END_SHADER
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