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150
materialsystem/stdshaders/MonitorScreen_dx8.cpp
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150
materialsystem/stdshaders/MonitorScreen_dx8.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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//=============================================================================//
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#include "BaseVSShader.h"
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#include "unlittwotexture.inc"
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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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DEFINE_FALLBACK_SHADER( MonitorScreen, MonitorScreen_DX8 )
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BEGIN_VS_SHADER( MonitorScreen_DX8,
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"This is a shader that does a contrast/saturation version of base times lightmap." )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( CONTRAST, SHADER_PARAM_TYPE_FLOAT, "0.0", "contrast 0 == normal 1 == color*color" )
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SHADER_PARAM( SATURATION, SHADER_PARAM_TYPE_FLOAT, "1.0", "saturation 0 == greyscale 1 == normal" )
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SHADER_PARAM( TINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "monitor tint" )
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SHADER_PARAM( TEXTURE2, SHADER_PARAM_TYPE_TEXTURE, "shadertest/lightmappedtexture", "second texture" )
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SHADER_PARAM( FRAME2, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $texture2" )
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SHADER_PARAM( TEXTURE2TRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$texture2 texcoord transform" )
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END_SHADER_PARAMS
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// Set up anything that is necessary to make decisions in SHADER_FALLBACK.
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SHADER_INIT_PARAMS()
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{
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SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
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if( !params[CONTRAST]->IsDefined() )
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{
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params[CONTRAST]->SetFloatValue( 0.0f );
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}
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if( !params[SATURATION]->IsDefined() )
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{
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params[SATURATION]->SetFloatValue( 1.0f );
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}
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if( !params[TINT]->IsDefined() )
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{
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params[TINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
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}
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if (!IS_FLAG_DEFINED( MATERIAL_VAR_MODEL ))
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{
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CLEAR_FLAGS( MATERIAL_VAR_MODEL );
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}
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}
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SHADER_FALLBACK
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{
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if( IsPC() && g_pHardwareConfig->GetDXSupportLevel() < 80 || (params && !params[BASETEXTURE]->IsDefined()) )
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{
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if( IS_FLAG_DEFINED( MATERIAL_VAR_MODEL ) )
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{
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return "VertexLitGeneric_DX6";
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}
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else
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{
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return "LightmappedGeneric_DX6";
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}
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}
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return 0;
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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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LoadTexture( BASETEXTURE );
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}
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if (params[TEXTURE2]->IsDefined())
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{
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LoadTexture( TEXTURE2 );
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}
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}
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SHADER_DRAW
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{
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bool bHasTexture2 = params[TEXTURE2]->IsTexture();
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SHADOW_STATE
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
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if ( bHasTexture2 )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true );
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}
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pShaderShadow->EnableSRGBWrite( true );
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// Either we've got a constant modulation
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bool isTranslucent = IsAlphaModulating();
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// Or we've got a texture alpha on either texture
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isTranslucent = isTranslucent || TextureIsTranslucent( BASETEXTURE, true ) ||
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TextureIsTranslucent( TEXTURE2, true );
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if ( isTranslucent )
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{
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if ( IS_FLAG_SET(MATERIAL_VAR_ADDITIVE) )
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EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE );
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else
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EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
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}
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else
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{
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if ( IS_FLAG_SET(MATERIAL_VAR_ADDITIVE) )
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EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
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else
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DisableAlphaBlending( );
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}
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int fmt = VERTEX_POSITION | VERTEX_NORMAL;
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if (IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ))
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fmt |= VERTEX_COLOR;
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pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
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unlittwotexture_Static_Index vshIndex;
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pShaderShadow->SetVertexShader( "UnlitTwoTexture", vshIndex.GetIndex() );
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int pshIndex = bHasTexture2 ? 1 : 0;
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pShaderShadow->SetPixelShader( "MonitorScreen", pshIndex );
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DefaultFog();
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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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if( bHasTexture2 )
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{
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BindTexture( SHADER_SAMPLER1, TEXTURE2, FRAME2 );
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SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, TEXTURE2TRANSFORM );
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}
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SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
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SetPixelShaderConstant( 1, CONTRAST );
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SetPixelShaderConstant( 2, SATURATION );
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SetPixelShaderConstant( 3, TINT );
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SetModulationVertexShaderDynamicState();
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unlittwotexture_Dynamic_Index vshIndex;
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 );
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
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}
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Draw();
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}
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END_SHADER
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