Added many shader source files

This should include the latest version of every shader that was in the
2007 SDK. It also includes a smattering of debug shaders, both VR
distortion shaders, and other assorted shaders that will hopefully be
useful.

None of these new files are included in the game shader DLL project. If
you need to modify one of these shaders for use in your mod you will
need to rename it so that you don't collide with the version of that
shader that lives in stdshader_dx9.dll.
This commit is contained in:
Joe Ludwig
2013-12-23 14:58:45 -08:00
parent 9c37fcc3a8
commit 7309a5f13f
710 changed files with 74048 additions and 0 deletions

View File

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "shaderlib/cshader.h"
#define USE_NEW_SHADER //Updating assembly shaders to fxc, this is for A/B testing.
#ifdef USE_NEW_SHADER
#include "debugtangentspace_vs11.inc"
#include "debugtangentspace_vs20.inc"
#include "unlitgeneric_notexture_ps11.inc"
#include "unlitgeneric_notexture_ps20.inc"
#include "unlitgeneric_notexture_ps20b.inc"
#else
#include "debugtangentspace.inc"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
BEGIN_SHADER( DebugTangentSpace, "Help for DebugTangentSpace" )
BEGIN_SHADER_PARAMS
SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/basetexture", "unused", SHADER_PARAM_NOT_EDITABLE )
SHADER_PARAM_OVERRIDE( FRAME, SHADER_PARAM_TYPE_INTEGER, "0", "unused", SHADER_PARAM_NOT_EDITABLE )
SHADER_PARAM_OVERRIDE( BASETEXTURETRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "unused", SHADER_PARAM_NOT_EDITABLE )
SHADER_PARAM_OVERRIDE( COLOR, SHADER_PARAM_TYPE_COLOR, "{255 255 255}", "unused", SHADER_PARAM_NOT_EDITABLE )
SHADER_PARAM_OVERRIDE( ALPHA, SHADER_PARAM_TYPE_FLOAT, "1.0", "unused", SHADER_PARAM_NOT_EDITABLE )
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
}
SHADER_INIT
{
}
SHADER_DRAW
{
if (g_pHardwareConfig->SupportsVertexAndPixelShaders())
{
SHADOW_STATE
{
// Set stream format (note that this shader supports compression)
unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_COMPRESSED;
int nTexCoordCount = 0;
int userDataSize = 4;
pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
#ifdef USE_NEW_SHADER
if( g_pHardwareConfig->GetDXSupportLevel() >= 90 )
{
DECLARE_STATIC_VERTEX_SHADER( debugtangentspace_vs20 );
SET_STATIC_VERTEX_SHADER( debugtangentspace_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( unlitgeneric_notexture_ps20b );
SET_STATIC_PIXEL_SHADER( unlitgeneric_notexture_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( unlitgeneric_notexture_ps20 );
SET_STATIC_PIXEL_SHADER( unlitgeneric_notexture_ps20 );
}
}
else
{
DECLARE_STATIC_VERTEX_SHADER( debugtangentspace_vs11 );
SET_STATIC_VERTEX_SHADER( debugtangentspace_vs11 );
DECLARE_STATIC_PIXEL_SHADER( unlitgeneric_notexture_ps11 );
SET_STATIC_PIXEL_SHADER( unlitgeneric_notexture_ps11 );
}
#else
debugtangentspace_Static_Index vshIndex;
pShaderShadow->SetVertexShader( "DebugTangentSpace", vshIndex.GetIndex() );
pShaderShadow->SetPixelShader( "UnlitGeneric_NoTexture" );
#endif
}
DYNAMIC_STATE
{
#ifdef USE_NEW_SHADER
if( g_pHardwareConfig->GetDXSupportLevel() >= 90 )
{
DECLARE_DYNAMIC_VERTEX_SHADER( debugtangentspace_vs20 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
SET_DYNAMIC_VERTEX_SHADER( debugtangentspace_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( unlitgeneric_notexture_ps20b );
SET_DYNAMIC_PIXEL_SHADER( unlitgeneric_notexture_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( unlitgeneric_notexture_ps20 );
SET_DYNAMIC_PIXEL_SHADER( unlitgeneric_notexture_ps20 );
}
}
else // legacy hardware
{
DECLARE_DYNAMIC_VERTEX_SHADER( debugtangentspace_vs11 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
SET_DYNAMIC_VERTEX_SHADER( debugtangentspace_vs11 );
DECLARE_DYNAMIC_PIXEL_SHADER( unlitgeneric_notexture_ps11 );
SET_DYNAMIC_PIXEL_SHADER( unlitgeneric_notexture_ps11 );
}
#else
debugtangentspace_Dynamic_Index vshIndex;
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 );
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
#endif
}
Draw();
}
}
END_SHADER