Revert "materialsystem/shaderapidx9: restore shaders from source-sdk-2013"

This reverts commit cca56d5a6f.
This commit is contained in:
nillerusr
2022-03-28 00:45:52 +03:00
parent 3558b0e03c
commit c625d789a7
32 changed files with 3942 additions and 2375 deletions

View File

@@ -225,17 +225,6 @@ BEGIN_VS_SHADER( Water_DX90,
Vector4D Scroll1;
params[SCROLL1]->GetVecValue( Scroll1.Base(), 4 );
NormalDecodeMode_t nNormalDecodeMode = NORMAL_DECODE_NONE;
if ( params[NORMALMAP]->IsTexture() && g_pHardwareConfig->SupportsNormalMapCompression() )
{
ITexture *pNormalMap = params[NORMALMAP]->GetTextureValue();
if ( pNormalMap )
{
// Clamp this to 0 or 1 since that's how we've authored the water shader (i.e. no separate alpha map/channel)
nNormalDecodeMode = pNormalMap->GetNormalDecodeMode() == NORMAL_DECODE_NONE ? NORMAL_DECODE_NONE : NORMAL_DECODE_ATI2N;
}
}
DECLARE_STATIC_VERTEX_SHADER( water_vs20 );
SET_STATIC_VERTEX_SHADER_COMBO( MULTITEXTURE,fabs(Scroll1.x) > 0.0);
SET_STATIC_VERTEX_SHADER_COMBO( BASETEXTURE, params[BASETEXTURE]->IsTexture() );
@@ -253,7 +242,7 @@ BEGIN_VS_SHADER( Water_DX90,
SET_STATIC_PIXEL_SHADER_COMBO( MULTITEXTURE,fabs(Scroll1.x) > 0.0);
SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE, params[BASETEXTURE]->IsTexture() );
SET_STATIC_PIXEL_SHADER_COMBO( BLURRY_REFRACT, params[BLURREFRACT]->GetIntValue() );
SET_STATIC_PIXEL_SHADER_COMBO( NORMAL_DECODE_MODE, (int) nNormalDecodeMode );
SET_STATIC_PIXEL_SHADER_COMBO( NORMAL_DECODE_MODE, (int) NORMAL_DECODE_NONE );
SET_STATIC_PIXEL_SHADER( water_ps20b );
}
else
@@ -264,7 +253,7 @@ BEGIN_VS_SHADER( Water_DX90,
SET_STATIC_PIXEL_SHADER_COMBO( ABOVEWATER, params[ABOVEWATER]->GetIntValue() );
SET_STATIC_PIXEL_SHADER_COMBO( MULTITEXTURE,fabs(Scroll1.x) > 0.0);
SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE, params[BASETEXTURE]->IsTexture() );
SET_STATIC_PIXEL_SHADER_COMBO( NORMAL_DECODE_MODE, (int) nNormalDecodeMode );
SET_STATIC_PIXEL_SHADER_COMBO( NORMAL_DECODE_MODE, (int) NORMAL_DECODE_NONE );
SET_STATIC_PIXEL_SHADER( water_ps20 );
}
@@ -419,17 +408,6 @@ BEGIN_VS_SHADER( Water_DX90,
int fmt = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_TANGENT_S | VERTEX_TANGENT_T;
pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
NormalDecodeMode_t nNormalDecodeMode = NORMAL_DECODE_NONE;
if ( params[NORMALMAP]->IsTexture() && g_pHardwareConfig->SupportsNormalMapCompression() )
{
ITexture *pNormalMap = params[NORMALMAP]->GetTextureValue();
if ( pNormalMap )
{
// Clamp this to 0 or 1 since that's how we've authored the water shader (i.e. no separate alpha map/channel)
nNormalDecodeMode = pNormalMap->GetNormalDecodeMode() == NORMAL_DECODE_NONE ? NORMAL_DECODE_NONE : NORMAL_DECODE_ATI2N;
}
}
DECLARE_STATIC_VERTEX_SHADER( watercheap_vs20 );
SET_STATIC_VERTEX_SHADER_COMBO( BLEND, bBlend && bRefraction );
SET_STATIC_VERTEX_SHADER( watercheap_vs20 );
@@ -444,7 +422,7 @@ BEGIN_VS_SHADER( Water_DX90,
Vector4D Scroll1;
params[SCROLL1]->GetVecValue( Scroll1.Base(), 4 );
SET_STATIC_PIXEL_SHADER_COMBO( MULTITEXTURE,fabs(Scroll1.x) > 0.0);
SET_STATIC_PIXEL_SHADER_COMBO( NORMAL_DECODE_MODE, (int) nNormalDecodeMode );
SET_STATIC_PIXEL_SHADER_COMBO( NORMAL_DECODE_MODE, (int) NORMAL_DECODE_NONE );
SET_STATIC_PIXEL_SHADER( watercheap_ps20b );
}
else
@@ -457,7 +435,7 @@ BEGIN_VS_SHADER( Water_DX90,
Vector4D Scroll1;
params[SCROLL1]->GetVecValue( Scroll1.Base(), 4 );
SET_STATIC_PIXEL_SHADER_COMBO( MULTITEXTURE,fabs(Scroll1.x) > 0.0);
SET_STATIC_PIXEL_SHADER_COMBO( NORMAL_DECODE_MODE, (int) nNormalDecodeMode );
SET_STATIC_PIXEL_SHADER_COMBO( NORMAL_DECODE_MODE, (int) NORMAL_DECODE_NONE );
SET_STATIC_PIXEL_SHADER( watercheap_ps20 );
}
@@ -488,9 +466,9 @@ BEGIN_VS_SHADER( Water_DX90,
float cheapWaterEndDistance = params[CHEAPWATERENDDISTANCE]->GetFloatValue();
float cheapWaterParams[4] =
{
cheapWaterStartDistance * VSHADER_VECT_SCALE,
cheapWaterEndDistance * VSHADER_VECT_SCALE,
PSHADER_VECT_SCALE / ( cheapWaterEndDistance - cheapWaterStartDistance ),
(float)(cheapWaterStartDistance * VSHADER_VECT_SCALE),
(float)(cheapWaterEndDistance * VSHADER_VECT_SCALE),
(float)(PSHADER_VECT_SCALE / ( cheapWaterEndDistance - cheapWaterStartDistance )),
cheapWaterStartDistance / ( cheapWaterEndDistance - cheapWaterStartDistance ),
};
pShaderAPI->SetPixelShaderConstant( 1, cheapWaterParams );