mirror of
https://github.com/nillerusr/source-engine.git
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491 lines
15 KiB
C++
491 lines
15 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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// $NoKeywords: $
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//
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//=============================================================================//
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#include "BaseVSShader.h"
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#include <string.h>
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#include "const.h"
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#include "cpp_shader_constant_register_map.h"
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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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#include "sprite_vs20.inc"
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#include "sprite_ps20.inc"
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#include "sprite_ps20b.inc"
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// WARNING! Change these in engine/SpriteGn.h if you change them here!
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#define SPR_VP_PARALLEL_UPRIGHT 0
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#define SPR_FACING_UPRIGHT 1
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#define SPR_VP_PARALLEL 2
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#define SPR_ORIENTED 3
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#define SPR_VP_PARALLEL_ORIENTED 4
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DEFINE_FALLBACK_SHADER( Sprite, Sprite_DX9 )
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BEGIN_VS_SHADER( Sprite_DX9,
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"Help for Sprite_DX9" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( SPRITEORIGIN, SHADER_PARAM_TYPE_VEC3, "[0 0 0]", "sprite origin" )
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SHADER_PARAM( SPRITEORIENTATION, SHADER_PARAM_TYPE_INTEGER, "0", "sprite orientation" )
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SHADER_PARAM( SPRITERENDERMODE, SHADER_PARAM_TYPE_INTEGER, "0", "sprite rendermode" )
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SHADER_PARAM( IGNOREVERTEXCOLORS, SHADER_PARAM_TYPE_BOOL, "1", "ignore vertex colors" )
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SHADER_PARAM( NOSRGB, SHADER_PARAM_TYPE_BOOL, "0", "do not operate in srgb space" )
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SHADER_PARAM( HDRCOLORSCALE, SHADER_PARAM_TYPE_FLOAT, "1.0", "hdr color scale" )
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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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return "Sprite_DX8";
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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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// FIXME: This can share code with sprite.cpp
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if (!params[ALPHA]->IsDefined())
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{
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params[ALPHA]->SetFloatValue( 1.0f );
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}
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if (!params[HDRCOLORSCALE]->IsDefined())
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{
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params[HDRCOLORSCALE]->SetFloatValue( 1.0f );
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}
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if ( !params[NOSRGB]->IsDefined() )
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{
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// Disable sRGB reads and writes by default
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params[NOSRGB]->SetIntValue( 1 );
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}
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SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
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SET_FLAGS( MATERIAL_VAR_VERTEXCOLOR );
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SET_FLAGS( MATERIAL_VAR_VERTEXALPHA );
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// translate from a string orientation to an enumeration
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if (params[SPRITEORIENTATION]->IsDefined())
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{
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const char *orientationString = params[SPRITEORIENTATION]->GetStringValue();
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if( stricmp( orientationString, "parallel_upright" ) == 0 )
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{
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params[SPRITEORIENTATION]->SetIntValue( SPR_VP_PARALLEL_UPRIGHT );
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}
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else if( stricmp( orientationString, "facing_upright" ) == 0 )
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{
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params[SPRITEORIENTATION]->SetIntValue( SPR_FACING_UPRIGHT );
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}
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else if( stricmp( orientationString, "vp_parallel" ) == 0 )
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{
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params[SPRITEORIENTATION]->SetIntValue( SPR_VP_PARALLEL );
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}
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else if( stricmp( orientationString, "oriented" ) == 0 )
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{
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params[SPRITEORIENTATION]->SetIntValue( SPR_ORIENTED );
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}
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else if( stricmp( orientationString, "vp_parallel_oriented" ) == 0 )
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{
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params[SPRITEORIENTATION]->SetIntValue( SPR_VP_PARALLEL_ORIENTED );
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}
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else
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{
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Warning( "error with $spriteOrientation\n" );
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params[SPRITEORIENTATION]->SetIntValue( SPR_VP_PARALLEL_UPRIGHT );
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}
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}
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else
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{
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// default case
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params[SPRITEORIENTATION]->SetIntValue( SPR_VP_PARALLEL_UPRIGHT );
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}
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}
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SHADER_INIT
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{
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bool bSRGB = s_ppParams[NOSRGB]->GetIntValue() == 0;
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LoadTexture( BASETEXTURE, bSRGB ? TEXTUREFLAGS_SRGB : 0 );
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}
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#define SHADER_USE_VERTEX_COLOR 1
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#define SHADER_USE_CONSTANT_COLOR 2
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void SetSpriteCommonShadowState( unsigned int shaderFlags )
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{
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IShaderShadow *pShaderShadow = s_pShaderShadow;
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s_pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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bool bSRGB = s_ppParams[NOSRGB]->GetIntValue() == 0;
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, bSRGB );
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// Only enabling this on OSX() - it causes GL mode's light glow sprites to be much darker vs. D3D9 under Linux/Win GL.
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bool bSRGBOutputAdapter = ( IsOSX() && !g_pHardwareConfig->FakeSRGBWrite() ) && !bSRGB;
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unsigned int flags = VERTEX_POSITION;
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if( shaderFlags & SHADER_USE_VERTEX_COLOR )
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{
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flags |= VERTEX_COLOR;
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}
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int numTexCoords = 1;
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s_pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 );
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DECLARE_STATIC_VERTEX_SHADER( sprite_vs20 );
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SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, ( shaderFlags & SHADER_USE_VERTEX_COLOR ) ? true : false );
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SET_STATIC_VERTEX_SHADER_COMBO( SRGB, bSRGB );
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SET_STATIC_VERTEX_SHADER( sprite_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() ) // Always send GL down this path
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{
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DECLARE_STATIC_PIXEL_SHADER( sprite_ps20b );
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SET_STATIC_PIXEL_SHADER_COMBO( VERTEXCOLOR, ( shaderFlags & SHADER_USE_VERTEX_COLOR ) ? true : false );
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SET_STATIC_PIXEL_SHADER_COMBO( CONSTANTCOLOR, ( shaderFlags & SHADER_USE_CONSTANT_COLOR ) ? true : false );
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SET_STATIC_PIXEL_SHADER_COMBO( HDRTYPE, g_pHardwareConfig->GetHDRType() );
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SET_STATIC_PIXEL_SHADER_COMBO( SRGB, bSRGB );
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SET_STATIC_PIXEL_SHADER_COMBO( SRGB_OUTPUT_ADAPTER, bSRGBOutputAdapter );
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SET_STATIC_PIXEL_SHADER( sprite_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( sprite_ps20 );
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SET_STATIC_PIXEL_SHADER_COMBO( VERTEXCOLOR, ( shaderFlags & SHADER_USE_VERTEX_COLOR ) ? true : false );
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SET_STATIC_PIXEL_SHADER_COMBO( CONSTANTCOLOR, ( shaderFlags & SHADER_USE_CONSTANT_COLOR ) ? true : false );
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SET_STATIC_PIXEL_SHADER_COMBO( HDRTYPE, g_pHardwareConfig->GetHDRType() );
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SET_STATIC_PIXEL_SHADER_COMBO( SRGB, bSRGB );
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SET_STATIC_PIXEL_SHADER( sprite_ps20 );
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}
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// OSX always has to sRGB write (don't do this on Linux/Win GL - it causes glow sprites to be way too dark)
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s_pShaderShadow->EnableSRGBWrite( bSRGB || ( IsOSX() && !g_pHardwareConfig->FakeSRGBWrite() ) );
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}
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void SetSpriteCommonDynamicState( unsigned int shaderFlags )
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{
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IShaderDynamicAPI *pShaderAPI = s_pShaderAPI;
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bool bSRGB = s_ppParams[NOSRGB]->GetIntValue() == 0;
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
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MaterialFogMode_t fogType = s_pShaderAPI->GetSceneFogMode();
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int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0;
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DECLARE_DYNAMIC_VERTEX_SHADER( sprite_vs20 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex );
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SET_DYNAMIC_VERTEX_SHADER( sprite_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() ) // Always send GL down this path
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( sprite_ps20b );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( HDRENABLED, IsHDREnabled() );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
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SET_DYNAMIC_PIXEL_SHADER( sprite_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( sprite_ps20 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( HDRENABLED, IsHDREnabled() );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
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SET_DYNAMIC_PIXEL_SHADER( sprite_ps20 );
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}
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pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
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float vEyePos_SpecExponent[4];
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pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent );
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vEyePos_SpecExponent[3] = 0.0f;
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pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 );
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if( shaderFlags & SHADER_USE_CONSTANT_COLOR )
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{
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if ( bSRGB )
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SetPixelShaderConstantGammaToLinear( 0, COLOR, ALPHA );
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else
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SetPixelShaderConstant( 0, COLOR, ALPHA );
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}
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if( IsHDREnabled() )
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{
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if ( bSRGB )
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SetPixelShaderConstantGammaToLinear( 1, HDRCOLORSCALE );
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else
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SetPixelShaderConstant( 1, HDRCOLORSCALE );
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}
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}
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SHADER_DRAW
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{
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bool bSRGB = params[NOSRGB]->GetIntValue() == 0;
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SHADOW_STATE
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{
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pShaderShadow->EnableCulling( false );
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}
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switch( params[SPRITERENDERMODE]->GetIntValue() )
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{
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case kRenderNormal:
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SHADOW_STATE
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{
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FogToFogColor();
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SetSpriteCommonShadowState( 0 );
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}
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DYNAMIC_STATE
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{
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SetSpriteCommonDynamicState( 0 );
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}
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Draw();
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break;
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case kRenderTransColor:
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case kRenderTransTexture:
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SHADOW_STATE
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{
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pShaderShadow->EnableDepthWrites( false );
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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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FogToFogColor();
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SetSpriteCommonShadowState( SHADER_USE_VERTEX_COLOR );
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}
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DYNAMIC_STATE
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{
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SetSpriteCommonDynamicState( SHADER_USE_VERTEX_COLOR );
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}
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Draw();
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break;
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case kRenderGlow:
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case kRenderWorldGlow:
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SHADOW_STATE
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{
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pShaderShadow->EnableDepthWrites( false );
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pShaderShadow->EnableDepthTest( false );
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pShaderShadow->EnableBlending( true );
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pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE );
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FogToBlack();
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SetSpriteCommonShadowState( SHADER_USE_VERTEX_COLOR );
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}
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DYNAMIC_STATE
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{
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SetSpriteCommonDynamicState( SHADER_USE_VERTEX_COLOR );
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}
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Draw();
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break;
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case kRenderTransAlpha:
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// untested cut and past from kRenderTransAlphaAdd . . same as first pass of that.
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SHADOW_STATE
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{
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pShaderShadow->EnableDepthWrites( false );
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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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FogToFogColor();
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SetSpriteCommonShadowState( SHADER_USE_VERTEX_COLOR );
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}
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DYNAMIC_STATE
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{
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SetSpriteCommonDynamicState( SHADER_USE_VERTEX_COLOR );
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}
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Draw();
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break;
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case kRenderTransAlphaAdd:
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SHADOW_STATE
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{
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pShaderShadow->EnableDepthWrites( false );
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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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FogToFogColor();
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SetSpriteCommonShadowState( SHADER_USE_VERTEX_COLOR );
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}
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DYNAMIC_STATE
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{
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SetSpriteCommonDynamicState( SHADER_USE_VERTEX_COLOR );
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}
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Draw();
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SHADOW_STATE
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{
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SetInitialShadowState();
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pShaderShadow->EnableDepthWrites( false );
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pShaderShadow->EnableBlending( true );
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pShaderShadow->BlendFunc( SHADER_BLEND_ONE_MINUS_SRC_ALPHA, SHADER_BLEND_ONE );
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FogToBlack();
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SetSpriteCommonShadowState( SHADER_USE_VERTEX_COLOR );
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}
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DYNAMIC_STATE
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{
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SetSpriteCommonDynamicState( SHADER_USE_VERTEX_COLOR );
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}
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Draw();
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break;
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case kRenderTransAdd:
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{
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unsigned int flags = SHADER_USE_CONSTANT_COLOR;
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if( !params[ IGNOREVERTEXCOLORS ]->GetIntValue() )
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{
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flags |= SHADER_USE_VERTEX_COLOR;
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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->EnableBlending( true );
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pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE );
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FogToBlack();
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SetSpriteCommonShadowState( flags );
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}
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DYNAMIC_STATE
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{
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SetSpriteCommonDynamicState( flags );
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}
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}
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Draw();
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break;
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case kRenderTransAddFrameBlend:
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{
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float flFrame = params[FRAME]->GetFloatValue();
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float flFade = params[ALPHA]->GetFloatValue();
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unsigned int flags = SHADER_USE_CONSTANT_COLOR;
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if( !params[ IGNOREVERTEXCOLORS ]->GetIntValue() )
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{
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flags |= SHADER_USE_VERTEX_COLOR;
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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->EnableBlending( true );
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pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE );
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FogToBlack();
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SetSpriteCommonShadowState( flags );
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}
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DYNAMIC_STATE
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{
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float frameBlendAlpha = 1.0f - ( flFrame - ( int )flFrame );
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ITexture *pTexture = params[BASETEXTURE]->GetTextureValue();
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BindTexture( SHADER_SAMPLER0, pTexture, ( int )flFrame );
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MaterialFogMode_t fogType = s_pShaderAPI->GetSceneFogMode();
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int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0;
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DECLARE_DYNAMIC_VERTEX_SHADER( sprite_vs20 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex );
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SET_DYNAMIC_VERTEX_SHADER( sprite_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() ) // Always send GL down this path
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( sprite_ps20b );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( HDRENABLED, IsHDREnabled() );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
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SET_DYNAMIC_PIXEL_SHADER( sprite_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( sprite_ps20 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( HDRENABLED, IsHDREnabled() );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
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SET_DYNAMIC_PIXEL_SHADER( sprite_ps20 );
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}
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pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
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float vEyePos_SpecExponent[4];
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pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent );
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vEyePos_SpecExponent[3] = 0.0f;
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pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 );
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float color[4];
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if ( bSRGB )
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color[0] = color[1] = color[2] = GammaToLinear( flFade * frameBlendAlpha );
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else
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color[0] = color[1] = color[2] = flFade * frameBlendAlpha;
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color[3] = 1.0f;
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s_pShaderAPI->SetPixelShaderConstant( 0, color );
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if( IsHDREnabled() )
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{
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if ( bSRGB )
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SetPixelShaderConstantGammaToLinear( 1, HDRCOLORSCALE );
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else
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SetPixelShaderConstant( 1, HDRCOLORSCALE );
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}
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}
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Draw();
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SHADOW_STATE
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{
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FogToBlack();
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SetSpriteCommonShadowState( flags );
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}
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DYNAMIC_STATE
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{
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float frameBlendAlpha = ( flFrame - ( int )flFrame );
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ITexture *pTexture = params[BASETEXTURE]->GetTextureValue();
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int numAnimationFrames = pTexture->GetNumAnimationFrames();
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BindTexture( SHADER_SAMPLER0, pTexture, ( ( int )flFrame + 1 ) % numAnimationFrames );
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MaterialFogMode_t fogType = s_pShaderAPI->GetSceneFogMode();
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int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0;
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DECLARE_DYNAMIC_VERTEX_SHADER( sprite_vs20 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex );
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SET_DYNAMIC_VERTEX_SHADER( sprite_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() ) // Always send GL down this path
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( sprite_ps20b );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( HDRENABLED, IsHDREnabled() );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
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SET_DYNAMIC_PIXEL_SHADER( sprite_ps20b );
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}
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else
|
|
{
|
|
DECLARE_DYNAMIC_PIXEL_SHADER( sprite_ps20 );
|
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( HDRENABLED, IsHDREnabled() );
|
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
|
|
SET_DYNAMIC_PIXEL_SHADER( sprite_ps20 );
|
|
}
|
|
|
|
pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
|
|
|
|
float vEyePos_SpecExponent[4];
|
|
pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent );
|
|
vEyePos_SpecExponent[3] = 0.0f;
|
|
pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 );
|
|
|
|
float color[4];
|
|
if ( bSRGB )
|
|
color[0] = color[1] = color[2] = GammaToLinear( flFade * frameBlendAlpha );
|
|
else
|
|
color[0] = color[1] = color[2] = flFade * frameBlendAlpha;
|
|
color[3] = 1.0f;
|
|
s_pShaderAPI->SetPixelShaderConstant( 0, color );
|
|
if( IsHDREnabled() )
|
|
{
|
|
if ( bSRGB )
|
|
SetPixelShaderConstantGammaToLinear( 1, HDRCOLORSCALE );
|
|
else
|
|
SetPixelShaderConstant( 1, HDRCOLORSCALE );
|
|
}
|
|
}
|
|
Draw();
|
|
}
|
|
|
|
break;
|
|
default:
|
|
ShaderWarning( "shader Sprite: Unknown sprite render mode\n" );
|
|
break;
|
|
}
|
|
}
|
|
END_SHADER
|