Joe Ludwig 7309a5f13f Added many shader source files
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.
2013-12-23 15:00:03 -08:00

141 lines
3.9 KiB
C++

//========= 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 "unlitgeneric_vs20.inc"
#include "unlitgeneric_ps20.inc"
#include "unlitgeneric_ps20b.inc"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
BEGIN_SHADER_FLAGS( DebugLuxels, "Help for DebugLuxels", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS
SHADER_PARAM( NOSCALE, SHADER_PARAM_TYPE_BOOL, "0", "fixme" )
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
#ifdef USE_NEW_SHADER
if( g_pHardwareConfig->GetDXSupportLevel() >= 90 )
{
SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
}
#endif
}
SHADER_INIT
{
LoadTexture( BASETEXTURE );
}
SHADER_DRAW
{
SHADOW_STATE
{
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
if (IS_FLAG_SET(MATERIAL_VAR_TRANSLUCENT))
{
pShaderShadow->EnableBlending( true );
pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
}
if (IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR))
pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_COLOR | SHADER_DRAW_LIGHTMAP_TEXCOORD0 );
else
pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_LIGHTMAP_TEXCOORD0 );
#ifdef USE_NEW_SHADER
if( g_pHardwareConfig->GetDXSupportLevel() >= 90 )
{
bool bVertexColor = IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR);
DECLARE_STATIC_VERTEX_SHADER( unlitgeneric_vs20 );
SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, bVertexColor ? 1 : 0 );
SET_STATIC_VERTEX_SHADER( unlitgeneric_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( unlitgeneric_ps20b );
SET_STATIC_PIXEL_SHADER( unlitgeneric_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( unlitgeneric_ps20 );
SET_STATIC_PIXEL_SHADER( unlitgeneric_ps20 );
}
}
#endif
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
int texCoordScaleX = 1, texCoordScaleY = 1;
if (!params[NOSCALE]->GetIntValue())
{
pShaderAPI->GetLightmapDimensions( &texCoordScaleX, &texCoordScaleY );
}
#ifdef USE_NEW_SHADER
if( g_pHardwareConfig->GetDXSupportLevel() >= 90 )
{
float vVertexColor[4] = { IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR) ? 1.0f : 0.0f, 0.0f, 0.0f, 0.0f };
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, vVertexColor, 1 );
DECLARE_DYNAMIC_VERTEX_SHADER( unlitgeneric_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( unlitgeneric_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( unlitgeneric_ps20b );
SET_DYNAMIC_PIXEL_SHADER( unlitgeneric_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( unlitgeneric_ps20 );
SET_DYNAMIC_PIXEL_SHADER( unlitgeneric_ps20 );
}
//texture scale transform
Vector4D transformation[2];
transformation[0].Init( (float)texCoordScaleX, 0.0f, 0.0f, 0.0f );
transformation[1].Init( 0.0f, (float)texCoordScaleY, 0.0f, 0.0f );
s_pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, transformation[0].Base(), 2 );
}
else
#endif
{
if (!params[NOSCALE]->GetIntValue())
{
pShaderAPI->MatrixMode( MATERIAL_TEXTURE0 );
pShaderAPI->LoadIdentity( );
pShaderAPI->ScaleXY( texCoordScaleX, texCoordScaleY );
}
}
}
Draw();
}
END_SHADER