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SDK sync.
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126
materialsystem/stdshaders/sky_dx9.cpp
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126
materialsystem/stdshaders/sky_dx9.cpp
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//========= 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 "BaseVSShader.h"
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#include "sky_vs20.inc"
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#include "sky_ps20.inc"
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#include "sky_ps20b.inc"
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#include "convar.h"
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BEGIN_VS_SHADER( Sky_DX9, "Help for Sky_DX9 shader" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM_OVERRIDE( COLOR, SHADER_PARAM_TYPE_VEC3, "[ 1 1 1]", "color multiplier", SHADER_PARAM_NOT_EDITABLE )
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SHADER_PARAM_OVERRIDE( ALPHA, SHADER_PARAM_TYPE_FLOAT, "1.0", "unused", SHADER_PARAM_NOT_EDITABLE )
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END_SHADER_PARAMS
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SHADER_FALLBACK
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{
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if( g_pHardwareConfig->GetDXSupportLevel() < 90 )
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{
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return "sky_dx6";
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}
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return 0;
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}
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SHADER_INIT_PARAMS()
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{
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SET_FLAGS( MATERIAL_VAR_NOFOG );
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SET_FLAGS( MATERIAL_VAR_IGNOREZ );
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}
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SHADER_INIT
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{
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if (params[BASETEXTURE]->IsDefined())
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{
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ImageFormat fmt = params[BASETEXTURE]->GetTextureValue()->GetImageFormat();
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LoadTexture( BASETEXTURE, (fmt==IMAGE_FORMAT_RGBA16161616F) || (fmt==IMAGE_FORMAT_RGBA16161616) ? 0 : TEXTUREFLAGS_SRGB );
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}
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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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SetInitialShadowState();
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// pShaderShadow->EnableAlphaWrites( true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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ITexture *txtr=params[BASETEXTURE]->GetTextureValue();
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ImageFormat fmt=txtr->GetImageFormat();
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if ((fmt==IMAGE_FORMAT_RGBA16161616F) || (fmt==IMAGE_FORMAT_RGBA16161616))
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pShaderShadow->EnableSRGBRead(SHADER_SAMPLER0,false);
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else
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pShaderShadow->EnableSRGBRead(SHADER_SAMPLER0,true);
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pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, NULL, 0 );
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DECLARE_STATIC_VERTEX_SHADER( sky_vs20 );
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SET_STATIC_VERTEX_SHADER( sky_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( sky_ps20b );
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SET_STATIC_PIXEL_SHADER( sky_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( sky_ps20 );
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SET_STATIC_PIXEL_SHADER( sky_ps20 );
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}
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// we are writing linear values from this shader.
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pShaderShadow->EnableSRGBWrite( true );
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pShaderShadow->EnableAlphaWrites( true );
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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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float c1[4]={0,0,0,0};
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, c1);
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float c0[4]={1,1,1,1};
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if (params[COLOR]->IsDefined())
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{
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memcpy(c0,params[COLOR]->GetVecValue(),3*sizeof(float));
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}
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ITexture *txtr=params[BASETEXTURE]->GetTextureValue();
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ImageFormat fmt=txtr->GetImageFormat();
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if (
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(fmt==IMAGE_FORMAT_RGBA16161616) ||
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( (fmt==IMAGE_FORMAT_RGBA16161616F) &&
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(g_pHardwareConfig->GetHDRType()==HDR_TYPE_INTEGER))
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)
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{
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c0[0]*=16.0;
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c0[1]*=16.0;
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c0[2]*=16.0;
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}
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pShaderAPI->SetPixelShaderConstant(0,c0,1);
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DECLARE_DYNAMIC_VERTEX_SHADER( sky_vs20 );
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SET_DYNAMIC_VERTEX_SHADER( sky_vs20 );
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// Texture coord transform
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SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, BASETEXTURETRANSFORM );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( sky_ps20b );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, pShaderAPI->ShouldWriteDepthToDestAlpha() );
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SET_DYNAMIC_PIXEL_SHADER( sky_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( sky_ps20 );
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SET_DYNAMIC_PIXEL_SHADER( sky_ps20 );
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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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