ported stdshader_* (dx6, dx7, dx8, dx9)

This commit is contained in:
EnderZip
2021-10-01 13:28:22 +07:00
parent 669f368e34
commit 99fbd1c279
1533 changed files with 162379 additions and 46973 deletions

View File

@@ -1,86 +1,86 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//===========================================================================//
#include "BaseVSShader.h"
#include "debugmrttexture_ps20.inc"
#include "debugmrttexture_ps20b.inc"
#include "debugmrttexture_vs20.inc"
BEGIN_VS_SHADER_FLAGS( DebugMRTTexture, "Help for DebugMRTTexture", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS
SHADER_PARAM( MRTINDEX, SHADER_PARAM_TYPE_INTEGER, "", "" )
END_SHADER_PARAMS
SHADER_FALLBACK
{
// if( g_pHardwareConfig->GetDXSupportLevel() < 90 )
// {
// return "UnlitGeneric_DX8";
// }
return 0;
}
SHADER_INIT_PARAMS()
{
}
SHADER_INIT
{
LoadTexture( BASETEXTURE );
}
SHADER_DRAW
{
SHADOW_STATE
{
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
DECLARE_STATIC_VERTEX_SHADER( debugmrttexture_vs20 );
SET_STATIC_VERTEX_SHADER( debugmrttexture_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( debugmrttexture_ps20b );
SET_STATIC_PIXEL_SHADER_COMBO( MRTINDEX, params[MRTINDEX]->GetIntValue() );
SET_STATIC_PIXEL_SHADER( debugmrttexture_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( debugmrttexture_ps20 );
SET_STATIC_PIXEL_SHADER_COMBO( MRTINDEX, params[MRTINDEX]->GetIntValue() );
SET_STATIC_PIXEL_SHADER( debugmrttexture_ps20 );
}
int numTexCoords = 2;
pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, numTexCoords, 0, 0 );
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
DECLARE_DYNAMIC_VERTEX_SHADER( debugmrttexture_vs20 );
SET_DYNAMIC_VERTEX_SHADER( debugmrttexture_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( debugmrttexture_ps20b );
SET_DYNAMIC_PIXEL_SHADER( debugmrttexture_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( debugmrttexture_ps20 );
SET_DYNAMIC_PIXEL_SHADER( debugmrttexture_ps20 );
}
}
Draw();
}
END_SHADER
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//===========================================================================//
#include "BaseVSShader.h"
#include "debugmrttexture_ps20.inc"
#include "debugmrttexture_ps20b.inc"
#include "debugmrttexture_vs20.inc"
BEGIN_VS_SHADER_FLAGS( DebugMRTTexture, "Help for DebugMRTTexture", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS
SHADER_PARAM( MRTINDEX, SHADER_PARAM_TYPE_INTEGER, "", "" )
END_SHADER_PARAMS
SHADER_FALLBACK
{
// if( g_pHardwareConfig->GetDXSupportLevel() < 90 )
// {
// return "UnlitGeneric_DX8";
// }
return 0;
}
SHADER_INIT_PARAMS()
{
}
SHADER_INIT
{
LoadTexture( BASETEXTURE );
}
SHADER_DRAW
{
SHADOW_STATE
{
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
DECLARE_STATIC_VERTEX_SHADER( debugmrttexture_vs20 );
SET_STATIC_VERTEX_SHADER( debugmrttexture_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( debugmrttexture_ps20b );
SET_STATIC_PIXEL_SHADER_COMBO( MRTINDEX, params[MRTINDEX]->GetIntValue() );
SET_STATIC_PIXEL_SHADER( debugmrttexture_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( debugmrttexture_ps20 );
SET_STATIC_PIXEL_SHADER_COMBO( MRTINDEX, params[MRTINDEX]->GetIntValue() );
SET_STATIC_PIXEL_SHADER( debugmrttexture_ps20 );
}
int numTexCoords = 2;
pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, numTexCoords, 0, 0 );
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
DECLARE_DYNAMIC_VERTEX_SHADER( debugmrttexture_vs20 );
SET_DYNAMIC_VERTEX_SHADER( debugmrttexture_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( debugmrttexture_ps20b );
SET_DYNAMIC_PIXEL_SHADER( debugmrttexture_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( debugmrttexture_ps20 );
SET_DYNAMIC_PIXEL_SHADER( debugmrttexture_ps20 );
}
}
Draw();
}
END_SHADER