├── game ├── materials │ ├── shadereditor │ │ ├── colorpicker.vmt │ │ ├── blank.vmt │ │ ├── _rt_framebuffer_prev.vmt │ │ ├── _rt_ppe.vmt │ │ ├── _rtdebug_pp0.vmt │ │ ├── arrow.vtf │ │ ├── blank.vtf │ │ ├── busy.vtf │ │ ├── lock.vtf │ │ ├── ac_def.vtf │ │ ├── ac_func.vtf │ │ ├── ac_var.vtf │ │ ├── char_cr.vtf │ │ ├── darken.vtf │ │ ├── grabicon.vtf │ │ ├── ac_struct.vtf │ │ ├── char_arrow.vtf │ │ ├── darken.vmt │ │ ├── colorpicker_hue.vtf │ │ ├── colorpicker_sv.vtf │ │ ├── vguiTexSample.vmt │ │ ├── lock.vmt │ │ ├── ac_def.vmt │ │ ├── ac_var.vmt │ │ ├── ac_func.vmt │ │ ├── ac_struct.vmt │ │ ├── char_cr.vmt │ │ ├── grabicon.vmt │ │ ├── char_arrow.vmt │ │ ├── busy.vmt │ │ ├── colorpicker_sv.vmt │ │ ├── colorpicker_hue.vmt │ │ └── arrow.vmt │ ├── detail │ │ ├── grass_lawn_cut.vtf │ │ ├── grass_sprites.vtf │ │ ├── grass_lawn_cut_dark.vtf │ │ ├── grass_lawn_cut_lite.vtf │ │ ├── grass_sprites_spec.vtf │ │ ├── detailsprites_editor.vmt │ │ ├── grass_lawn_cut_dark.vmt │ │ ├── grass_lawn_cut_lite.vmt │ │ └── grass_lawn_cut.vmt │ └── texture_samples │ │ ├── ice_0.vtf │ │ ├── ice_1.vtf │ │ ├── ice_2.vtf │ │ ├── ice_3.vtf │ │ ├── color_0.vtf │ │ ├── matball_01.vtf │ │ ├── matball_02.vtf │ │ ├── matball_03.vtf │ │ ├── matball_04.vtf │ │ ├── matball_05.vtf │ │ ├── matball_06.vtf │ │ ├── matball_07.vtf │ │ ├── noise_2d.vtf │ │ ├── noise_3d.vtf │ │ ├── normal_0.vtf │ │ ├── normal_1.vtf │ │ ├── normal_2.vtf │ │ ├── fx_clouds_0.vtf │ │ ├── fx_clouds_1.vtf │ │ ├── fx_clouds_2.vtf │ │ ├── fx_clouds_3.vtf │ │ ├── fx_clouds_4.vtf │ │ ├── grass_color.vtf │ │ ├── grass_height.vtf │ │ ├── grass_normal.vtf │ │ ├── rocks_color.vtf │ │ ├── rocks_height.vtf │ │ ├── rocks_normal.vtf │ │ ├── cubemap_uffizi.vtf │ │ ├── rocks_normal_2.vtf │ │ ├── cubemap_stormydays.vtf │ │ ├── cubemap_uffizi.hdr.vtf │ │ ├── drew │ │ └── water_droplets.vtf │ │ ├── fx_clouds_0_normal.vtf │ │ ├── cubemap_eyereflection.vtf │ │ ├── cubemap_stormydays.hdr.vtf │ │ └── cubemap_eyereflection.hdr.vtf ├── shadereditorui │ ├── postprocessing_precache.txt │ ├── CRYSRG__.TTF │ ├── monof55.ttf │ ├── shader_src │ │ ├── bin │ │ │ ├── fxc.exe │ │ │ └── dx_proxy.dll │ │ ├── common_fxc.h │ │ ├── common_pragmas.h │ │ ├── common_ps_fxc.h │ │ ├── common_vs_fxc.h │ │ ├── common_flashlight_fxc.h │ │ ├── common_hlsl_cpp_consts.h │ │ ├── cpp_shader_constant_register_map.h │ │ ├── swarm_test_vs30.fxc │ │ ├── ssao_calc_vs30.fxc │ │ ├── ssao_fxaa_vs30.fxc │ │ ├── downsample_4_vs30.fxc │ │ ├── gauss_blur_5_x_vs30.fxc │ │ ├── gauss_blur_5_y_vs30.fxc │ │ ├── ssao_combine_vs30.fxc │ │ ├── sunrays_calc_vs30.fxc │ │ ├── basetexture_accum_vs30.fxc │ │ ├── basetexture_blend_vs30.fxc │ │ ├── gauss_blur_half_3_x_vs30.fxc │ │ ├── gauss_blur_half_3_y_vs30.fxc │ │ ├── gauss_blur_7_half_aceil_x_vs30.fxc │ │ ├── gauss_blur_7_half_aceil_y_vs30.fxc │ │ ├── postproc_sunrays_vs30.fxc │ │ └── sprite_sun_nodepth_vs30.fxc │ ├── redistribute │ │ ├── shaders │ │ │ ├── node_ps20.vcs │ │ │ ├── node_vs20.vcs │ │ │ ├── prev_ps20.vcs │ │ │ ├── prev_vs20.vcs │ │ │ ├── psin_ps20.vcs │ │ │ ├── psin_ps30.vcs │ │ │ ├── psin_vs20.vcs │ │ │ ├── fbquad_ps20.vcs │ │ │ ├── fbquad_vs20.vcs │ │ │ ├── skymask_ps20.vcs │ │ │ ├── skymask_vs20.vcs │ │ │ ├── fallback_ps20.vcs │ │ │ ├── fallback_vs20.vcs │ │ │ ├── colorpicker_blend_ps20.vcs │ │ │ └── colorpicker_blend_vs20.vcs │ │ ├── compiler │ │ │ ├── mysql_wrapper.dll │ │ │ └── shadercompile_dll.dll │ │ └── shaders_2006 │ │ │ ├── node_ps20.vcs │ │ │ ├── node_vs20.vcs │ │ │ ├── prev_ps20.vcs │ │ │ ├── prev_vs20.vcs │ │ │ ├── psin_ps20.vcs │ │ │ ├── psin_ps30.vcs │ │ │ ├── psin_vs20.vcs │ │ │ ├── fbquad_ps20.vcs │ │ │ ├── fbquad_vs20.vcs │ │ │ ├── skymask_ps20.vcs │ │ │ ├── skymask_vs20.vcs │ │ │ ├── fallback_ps20.vcs │ │ │ ├── fallback_vs20.vcs │ │ │ ├── colorpicker_blend_ps20.vcs │ │ │ └── colorpicker_blend_vs20.vcs │ ├── path_config.txt │ ├── editor_config.txt │ └── dumps │ │ └── shaderlist.txt ├── bin │ ├── game_shader_dx6.dll │ └── shadereditor_2013.dll └── shaders │ └── fxc │ ├── node_ps20.vcs │ ├── node_ps30.vcs │ ├── node_vs20.vcs │ ├── node_vs30.vcs │ ├── prev_ps20.vcs │ ├── prev_vs20.vcs │ ├── psin_ps20.vcs │ ├── psin_ps30.vcs │ ├── psin_vs20.vcs │ ├── fbquad_ps20.vcs │ ├── fbquad_vs20.vcs │ ├── fallback_ps20.vcs │ ├── fallback_vs20.vcs │ ├── skymask_ps20.vcs │ ├── skymask_vs20.vcs │ ├── ssao_calc_ps30.vcs │ ├── ssao_calc_vs30.vcs │ ├── ssao_fxaa_ps30.vcs │ ├── ssao_fxaa_vs30.vcs │ ├── model_snowy_ps30.vcs │ ├── model_snowy_vs30.vcs │ ├── model_solid_ps30.vcs │ ├── model_solid_vs30.vcs │ ├── swarm_test_ps30.vcs │ ├── swarm_test_vs30.vcs │ ├── downsample_4_ps30.vcs │ ├── downsample_4_vs30.vcs │ ├── gauss_blur_5_x_ps30.vcs │ ├── gauss_blur_5_x_vs30.vcs │ ├── gauss_blur_5_y_ps30.vcs │ ├── gauss_blur_5_y_vs30.vcs │ ├── model_cubemap_ps30.vcs │ ├── model_cubemap_vs30.vcs │ ├── ssao_combine_ps30.vcs │ ├── ssao_combine_vs30.vcs │ ├── sunrays_calc_ps30.vcs │ ├── sunrays_calc_vs30.vcs │ ├── model_litsphere_ps30.vcs │ ├── model_litsphere_vs30.vcs │ ├── basetexture_accum_ps30.vcs │ ├── basetexture_accum_vs30.vcs │ ├── basetexture_blend_ps30.vcs │ ├── basetexture_blend_vs30.vcs │ ├── colorpicker_blend_ps20.vcs │ ├── colorpicker_blend_vs20.vcs │ ├── detail_prop_shader_ps30.vcs │ ├── detail_prop_shader_vs30.vcs │ ├── gauss_blur_half_3_x_ps30.vcs │ ├── gauss_blur_half_3_x_vs30.vcs │ ├── gauss_blur_half_3_y_ps30.vcs │ ├── gauss_blur_half_3_y_vs30.vcs │ ├── lightmap_parallax_ps30.vcs │ ├── lightmap_parallax_vs30.vcs │ ├── sprite_sun_nodepth_ps30.vcs │ ├── sprite_sun_nodepth_vs30.vcs │ ├── gauss_blur_7_half_aceil_x_ps30.vcs │ ├── gauss_blur_7_half_aceil_x_vs30.vcs │ ├── gauss_blur_7_half_aceil_y_ps30.vcs │ ├── gauss_blur_7_half_aceil_y_vs30.vcs │ ├── lightmap_blend_bump_detail_ps30.vcs │ ├── lightmap_blend_bump_detail_vs30.vcs │ ├── model_chromatic_aberration_ps30.vcs │ └── model_chromatic_aberration_vs30.vcs ├── LICENSE ├── src ├── materialsystem │ ├── procshader │ │ ├── stdshader_dx9_30.txt │ │ ├── common_fxc.h │ │ ├── basevsshader.h │ │ ├── common_ps_fxc.h │ │ ├── common_vs_fxc.h │ │ ├── basevsshader.cpp │ │ ├── commandbuilder.h │ │ ├── common_pragmas.h │ │ ├── common_flashlight_fxc.h │ │ ├── common_hlsl_cpp_consts.h │ │ ├── shaders │ │ │ └── fxc │ │ │ │ ├── node_ps20.vcs │ │ │ │ ├── node_ps30.vcs │ │ │ │ ├── node_vs20.vcs │ │ │ │ ├── node_vs30.vcs │ │ │ │ ├── prev_ps20.vcs │ │ │ │ ├── prev_vs20.vcs │ │ │ │ ├── psin_ps20.vcs │ │ │ │ ├── psin_ps30.vcs │ │ │ │ ├── psin_vs20.vcs │ │ │ │ ├── fbquad_ps20.vcs │ │ │ │ ├── fbquad_vs20.vcs │ │ │ │ ├── fallback_ps20.vcs │ │ │ │ ├── fallback_vs20.vcs │ │ │ │ ├── skymask_ps20.vcs │ │ │ │ ├── skymask_vs20.vcs │ │ │ │ ├── colorpicker_blend_ps20.vcs │ │ │ │ └── colorpicker_blend_vs20.vcs │ │ ├── vertexlitgeneric_dx9.cpp │ │ ├── shader_constant_register_map.h │ │ ├── vertexlitgeneric_dx95_helper.h │ │ ├── vertexlitgeneric_dx9_helper.h │ │ ├── vertexlitgeneric_dx9_helper.cpp │ │ ├── cpp_shader_constant_register_map.h │ │ ├── SDK_vertexlit_and_unlit_generic_ps2x.fxc │ │ ├── SDK_vertexlit_and_unlit_generic_vs20.fxc │ │ ├── SDK_vertexlit_and_unlit_generic_bump_ps2x.fxc │ │ ├── SDK_vertexlit_and_unlit_generic_bump_vs20.fxc │ │ ├── cleantemps.bat │ │ ├── fbquad_vs20.fxc │ │ ├── colorpicker_blend_vs20.fxc │ │ ├── prev_ps20.fxc │ │ ├── stdshader_dx9_20b.txt │ │ ├── fbquad_ps20.fxc │ │ ├── colorpicker_blend_ps20.fxc │ │ ├── prev_vs20.fxc │ │ ├── buildeditorshaders.bat │ │ ├── skymask_ps20.fxc │ │ ├── skymask_vs20.fxc │ │ ├── node_vs20.fxc │ │ ├── node_vs30.fxc │ │ └── fxctmp9 │ │ │ ├── node_vs20.inc │ │ │ ├── node_vs30.inc │ │ │ ├── prev_vs20.inc │ │ │ └── psin_vs20.inc │ ├── ishadersystem.h │ ├── shader_dll_verify.cpp │ ├── shader_dll_verify.h │ └── shaderapidx9 │ │ └── locald3dtypes.h ├── shadereditor │ ├── solver │ │ ├── chlsl_solver_dummy.cpp │ │ ├── chlsl_solver_dummy.h │ │ ├── chlsl_solver_add.h │ │ ├── chlsl_solver_dot.h │ │ ├── chlsl_solver_lerp.h │ │ ├── chlsl_solver_cross.h │ │ ├── chlsl_solver_append.h │ │ ├── chlsl_solver_divide.h │ │ ├── chlsl_solver_fog.h │ │ ├── chlsl_solver_writesemantics.h │ │ ├── chlsl_solver_mcomp.h │ │ ├── postprocessing │ │ │ └── chlsl_solver_pp_rt.h │ │ ├── chlsl_solver_multiply.h │ │ ├── chlsl_solver_lightscale.h │ │ ├── chlsl_solver_textransform.h │ │ ├── chlsl_solver_final.h │ │ ├── chlsl_solver_envc.h │ │ ├── chlsl_solver_swizzle.h │ │ ├── chlsl_solver_vcompression.h │ │ ├── chlsl_solver_stdvlight.h │ │ ├── chlsl_solver_readsemantics.h │ │ ├── chlsl_solver_break.cpp │ │ ├── chlsl_solver_cross.cpp │ │ ├── chlsl_solver_array.h │ │ └── chlsl_solver_callback.h │ ├── cbase.h │ ├── stdafx.cpp │ ├── editorcommon.cpp │ ├── util │ │ ├── igamesystem.h │ │ ├── shareddefs.h │ │ ├── igamesystem.cpp │ │ ├── client_factorylist.h │ │ └── client_factorylist.cpp │ ├── properties │ │ ├── smarttext │ │ │ └── vsmartobjectlist.cpp │ │ ├── vsheet_cmatrix.h │ │ ├── vsheet_callback.h │ │ ├── vsheet_condition.h │ │ ├── vsheet_multiply.h │ │ ├── vsheet_lightscale.h │ │ ├── vsheet_final.h │ │ ├── vsheet_flashlight.h │ │ ├── vsheet_mcomp.h │ │ ├── vsheet_loop.h │ │ ├── vsheet_stdskinning.h │ │ ├── vsheet_comment.h │ │ ├── vsheet_swizzle.h │ │ ├── vsheet_vcompression.h │ │ ├── vsheet_stdpspeclight.h │ │ ├── vsheet_combo.h │ │ ├── vsheet_base.cpp │ │ ├── vsheet_stdplight.h │ │ ├── postprocessing │ │ │ └── vsheet_pp_operations.h │ │ ├── vsheet_flashlight.cpp │ │ ├── vsheet_textransform.h │ │ ├── vsheet_stdpspeclight.cpp │ │ ├── vsheet_stdvlight.h │ │ ├── vsheet_multiply.cpp │ │ ├── vsheet_swizzle.cpp │ │ ├── vsheet_cmatrix.cpp │ │ └── vsheet_psoutput.h │ ├── vgui_init.h │ ├── nodes │ │ ├── vnode_fog.h │ │ ├── vnode_cross.h │ │ ├── vnode_add.h │ │ ├── vnode_dot.h │ │ ├── vnode_lerp.h │ │ ├── vnode_divide.h │ │ ├── vnode_vecappend.h │ │ ├── postprocessing │ │ │ ├── vnode_pp_rt.h │ │ │ ├── vnode_pp_renderview.h │ │ │ └── vnode_pp_mat.h │ │ ├── vnode_multiply.h │ │ ├── vnode_final.h │ │ ├── vnode_loop.h │ │ ├── vnode_callback.h │ │ ├── vnode_mcompose.h │ │ ├── vnode_lightscale.h │ │ ├── vnode_combo.h │ │ ├── vnode_condition.h │ │ ├── vnode_textransform.h │ │ └── vnode_array.h │ ├── interface │ │ └── ppehelper.h │ ├── veditorflowgraphpage.cpp │ ├── gshaderdumps.h │ ├── threads │ │ └── cbasethread.h │ ├── veditorflowgraphpage.h │ ├── ckvpacker.h │ ├── vdialogppeconfig.h │ ├── chlsl_image.h │ ├── veditorflowgraphsheet.cpp │ ├── vdialogppeffectprecache.h │ └── veditorflowgraphsheet.h ├── devtools │ ├── bin │ │ ├── vpc.exe │ │ ├── vpc_osx │ │ ├── vpc_linux │ │ ├── d3dx9_33.dll │ │ ├── dx_proxy.dll │ │ ├── linux │ │ │ └── ccache │ │ ├── osx32 │ │ │ ├── ccache │ │ │ ├── protoc │ │ │ └── xcode_ccache_wrapper │ │ ├── vpccrccheck.exe │ │ ├── uniqifylist.pl │ │ ├── buildshaderlist.pl │ │ └── vpc │ ├── debug.xcconfig │ ├── sourcesdk_def.mak │ ├── release.xcconfig │ └── version_script.linux.txt ├── vgui_editor │ ├── frame.cpp │ ├── html.cpp │ ├── label.cpp │ ├── menu.cpp │ ├── panel.cpp │ ├── button.cpp │ ├── divider.cpp │ ├── menubar.cpp │ ├── slider.cpp │ ├── tooltip.cpp │ ├── analogbar.cpp │ ├── buildgroup.cpp │ ├── combobox.cpp │ ├── controls.cpp │ ├── graphpanel.cpp │ ├── imagelist.cpp │ ├── imagepanel.cpp │ ├── keyrepeat.cpp │ ├── listpanel.cpp │ ├── menubutton.cpp │ ├── menuitem.cpp │ ├── messagebox.cpp │ ├── querybox.cpp │ ├── richtext.cpp │ ├── scrollbar.cpp │ ├── splitter.cpp │ ├── textentry.cpp │ ├── textimage.cpp │ ├── toolwindow.cpp │ ├── treeview.cpp │ ├── urllabel.cpp │ ├── checkbutton.cpp │ ├── expandbutton.cpp │ ├── inputdialog.cpp │ ├── progressbar.cpp │ ├── progressbox.cpp │ ├── propertypage.cpp │ ├── radiobutton.cpp │ ├── subrectimage.cpp │ ├── togglebutton.cpp │ ├── wizardpanel.cpp │ ├── checkbuttonlist.cpp │ ├── controllermap.cpp │ ├── editablepanel.cpp │ ├── fileopendialog.cpp │ ├── focusnavgroup.cpp │ ├── listviewpanel.cpp │ ├── messagedialog.cpp │ ├── panellistpanel.cpp │ ├── propertydialog.cpp │ ├── propertysheet.cpp │ ├── scrollbarslider.cpp │ ├── wizardsubpanel.cpp │ ├── bitmapimagepanel.cpp │ ├── perforcefilelist.cpp │ ├── savedocumentquery.cpp │ ├── vgui_controls │ │ ├── frame.h │ │ ├── html.h │ │ ├── label.h │ │ ├── menu.h │ │ ├── panel.h │ │ ├── button.h │ │ ├── combobox.h │ │ ├── controls.h │ │ ├── divider.h │ │ ├── menubar.h │ │ ├── menuitem.h │ │ ├── phandle.h │ │ ├── querybox.h │ │ ├── richtext.h │ │ ├── slider.h │ │ ├── splitter.h │ │ ├── tooltip.h │ │ ├── treeview.h │ │ ├── urllabel.h │ │ ├── analogbar.h │ │ ├── graphpanel.h │ │ ├── imagelist.h │ │ ├── imagepanel.h │ │ ├── keyrepeat.h │ │ ├── listpanel.h │ │ ├── menubutton.h │ │ ├── messagebox.h │ │ ├── messagemap.h │ │ ├── scrollbar.h │ │ ├── textentry.h │ │ ├── textimage.h │ │ ├── toolwindow.h │ │ ├── checkbutton.h │ │ ├── controllermap.h │ │ ├── dialogmanager.h │ │ ├── editablepanel.h │ │ ├── expandbutton.h │ │ ├── focusnavgroup.h │ │ ├── inputdialog.h │ │ ├── keybindingmap.h │ │ ├── listviewpanel.h │ │ ├── messagedialog.h │ │ ├── progressbar.h │ │ ├── progressbox.h │ │ ├── propertypage.h │ │ ├── propertysheet.h │ │ ├── radiobutton.h │ │ ├── subrectimage.h │ │ ├── togglebutton.h │ │ ├── wizardpanel.h │ │ ├── checkbuttonlist.h │ │ ├── fileopendialog.h │ │ ├── panellistpanel.h │ │ ├── propertydialog.h │ │ ├── scrollbarslider.h │ │ ├── wizardsubpanel.h │ │ ├── bitmapimagepanel.h │ │ ├── panelanimationvar.h │ │ ├── pch_vgui_controls.h │ │ ├── perforcefilelist.h │ │ ├── savedocumentquery.h │ │ ├── scalableimagepanel.h │ │ ├── sectionedlistpanel.h │ │ ├── animatingimagepanel.h │ │ ├── animationcontroller.h │ │ ├── circularprogressbar.h │ │ ├── fileopenstatemachine.h │ │ ├── keybindinghelpdialog.h │ │ ├── keyboardeditordialog.h │ │ ├── perforcefileexplorer.h │ │ ├── rotatingprogressbar.h │ │ ├── treeviewlistcontrol.h │ │ ├── directoryselectdialog.h │ │ ├── perforcefilelistframe.h │ │ └── scrollableeditablepanel.h │ ├── animatingimagepanel.cpp │ ├── animationcontroller.cpp │ ├── circularprogressbar.cpp │ ├── fileopenstatemachine.cpp │ ├── keybindinghelpdialog.cpp │ ├── keyboardeditordialog.cpp │ ├── perforcefileexplorer.cpp │ ├── rotatingprogressbar.cpp │ ├── scalableimagepanel.cpp │ ├── sectionedlistpanel.cpp │ ├── treeviewlistcontrol.cpp │ ├── directoryselectdialog.cpp │ ├── perforcefilelistframe.cpp │ ├── scrollableeditablepanel.cpp │ ├── vgui_editor_platform.h │ └── cvartogglecheckbutton.cpp ├── lib │ └── public │ │ └── jpeglib.lib ├── createshadereditorprojects.bat └── vpc_scripts │ ├── source_lib_qt_base.vpc │ ├── platform_dirs.vpc │ ├── source_exe_qt_base.vpc │ ├── source_exe_qt_con_base.vpc │ ├── source_lib_posix_base.vpc │ ├── default.vgc │ ├── version.vpc │ ├── source_exe_con_win32_base.vpc │ ├── source_lib_linux_base.vpc │ └── source_exe_con_base.vpc ├── thirdpartylegalnotices.txt └── .gitattributes /game/materials/shadereditor/colorpicker.vmt: -------------------------------------------------------------------------------- 1 | "COLORPICKER_BLEND" 2 | { 3 | } -------------------------------------------------------------------------------- /game/shadereditorui/postprocessing_precache.txt: -------------------------------------------------------------------------------- 1 | "pp_precache" 2 | { 3 | } 4 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Biohazard90/source-shader-editor/HEAD/LICENSE -------------------------------------------------------------------------------- /src/materialsystem/procshader/stdshader_dx9_30.txt: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | node_ps20.fxc 6 | node_vs20.fxc 7 | -------------------------------------------------------------------------------- /src/shadereditor/solver/chlsl_solver_dummy.cpp: -------------------------------------------------------------------------------- 1 | 2 | #include "cbase.h" 3 | #include "editorCommon.h" 4 | 5 | -------------------------------------------------------------------------------- /src/devtools/bin/vpc.exe: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Biohazard90/source-shader-editor/HEAD/src/devtools/bin/vpc.exe -------------------------------------------------------------------------------- /src/devtools/bin/vpc_osx: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Biohazard90/source-shader-editor/HEAD/src/devtools/bin/vpc_osx -------------------------------------------------------------------------------- /src/shadereditor/cbase.h: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Biohazard90/source-shader-editor/HEAD/src/shadereditor/cbase.h -------------------------------------------------------------------------------- /src/vgui_editor/frame.cpp: -------------------------------------------------------------------------------- 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-------------------------------------------------------------------------------- /src/vgui_editor/panel.cpp: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Biohazard90/source-shader-editor/HEAD/src/vgui_editor/panel.cpp -------------------------------------------------------------------------------- /src/devtools/bin/vpc_linux: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Biohazard90/source-shader-editor/HEAD/src/devtools/bin/vpc_linux -------------------------------------------------------------------------------- /src/lib/public/jpeglib.lib: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Biohazard90/source-shader-editor/HEAD/src/lib/public/jpeglib.lib -------------------------------------------------------------------------------- /src/shadereditor/stdafx.cpp: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Biohazard90/source-shader-editor/HEAD/src/shadereditor/stdafx.cpp -------------------------------------------------------------------------------- /src/vgui_editor/button.cpp: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Biohazard90/source-shader-editor/HEAD/src/vgui_editor/button.cpp -------------------------------------------------------------------------------- /src/vgui_editor/divider.cpp: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Biohazard90/source-shader-editor/HEAD/src/vgui_editor/divider.cpp -------------------------------------------------------------------------------- /src/vgui_editor/menubar.cpp: -------------------------------------------------------------------------------- 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-------------------------------------------------------------------------------- 1 | // include either the windows base or the currently non-existing ones for other platforms 2 | $include "$SRCDIR\vpc_scripts\source_lib_qt_win32_base.vpc" 3 | -------------------------------------------------------------------------------- /game/materials/shadereditor/ac_def.vmt: -------------------------------------------------------------------------------- 1 | "UnlitGeneric" 2 | { 3 | $basetexture "shadereditor/ac_def" 4 | $translucent 1 5 | $vertexcolor 0 6 | $vertexalpha 0 7 | $no_fullbright 1 8 | $ignorez 1 9 | } -------------------------------------------------------------------------------- /game/materials/shadereditor/ac_var.vmt: -------------------------------------------------------------------------------- 1 | "UnlitGeneric" 2 | { 3 | $basetexture "shadereditor/ac_var" 4 | $translucent 1 5 | $vertexcolor 0 6 | $vertexalpha 0 7 | $no_fullbright 1 8 | $ignorez 1 9 | } -------------------------------------------------------------------------------- /game/shadereditorui/redistribute/shaders/colorpicker_blend_ps20.vcs: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Biohazard90/source-shader-editor/HEAD/game/shadereditorui/redistribute/shaders/colorpicker_blend_ps20.vcs -------------------------------------------------------------------------------- /game/shadereditorui/redistribute/shaders/colorpicker_blend_vs20.vcs: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Biohazard90/source-shader-editor/HEAD/game/shadereditorui/redistribute/shaders/colorpicker_blend_vs20.vcs -------------------------------------------------------------------------------- /game/materials/shadereditor/ac_func.vmt: -------------------------------------------------------------------------------- 1 | "UnlitGeneric" 2 | { 3 | $basetexture "shadereditor/ac_func" 4 | $translucent 1 5 | $vertexcolor 0 6 | $vertexalpha 0 7 | $no_fullbright 1 8 | $ignorez 1 9 | } -------------------------------------------------------------------------------- /game/materials/shadereditor/ac_struct.vmt: -------------------------------------------------------------------------------- 1 | "UnlitGeneric" 2 | { 3 | $basetexture "shadereditor/ac_struct" 4 | $translucent 1 5 | $vertexcolor 0 6 | $vertexalpha 0 7 | $no_fullbright 1 8 | $ignorez 1 9 | } -------------------------------------------------------------------------------- /game/materials/shadereditor/char_cr.vmt: -------------------------------------------------------------------------------- 1 | "UnlitGeneric" 2 | { 3 | $basetexture "shadereditor/char_cr" 4 | $translucent 1 5 | $vertexcolor 1 6 | $vertexalpha 1 7 | $no_fullbright 1 8 | $ignorez 1 9 | } -------------------------------------------------------------------------------- /game/materials/shadereditor/grabicon.vmt: -------------------------------------------------------------------------------- 1 | "UnlitGeneric" 2 | { 3 | $basetexture "shadereditor/grabicon" 4 | $translucent 1 5 | 6 | $vertexcolor 1 7 | $vertexalpha 1 8 | 9 | $ignorez 1 10 | } -------------------------------------------------------------------------------- /src/materialsystem/procshader/SDK_vertexlit_and_unlit_generic_ps2x.fxc: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Biohazard90/source-shader-editor/HEAD/src/materialsystem/procshader/SDK_vertexlit_and_unlit_generic_ps2x.fxc -------------------------------------------------------------------------------- /src/materialsystem/procshader/SDK_vertexlit_and_unlit_generic_vs20.fxc: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Biohazard90/source-shader-editor/HEAD/src/materialsystem/procshader/SDK_vertexlit_and_unlit_generic_vs20.fxc -------------------------------------------------------------------------------- /src/materialsystem/procshader/shaders/fxc/colorpicker_blend_ps20.vcs: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Biohazard90/source-shader-editor/HEAD/src/materialsystem/procshader/shaders/fxc/colorpicker_blend_ps20.vcs -------------------------------------------------------------------------------- /src/materialsystem/procshader/shaders/fxc/colorpicker_blend_vs20.vcs: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Biohazard90/source-shader-editor/HEAD/src/materialsystem/procshader/shaders/fxc/colorpicker_blend_vs20.vcs -------------------------------------------------------------------------------- /.gitattributes: -------------------------------------------------------------------------------- 1 | creategameprojects text 2 | createallprojects text 3 | vpc text 4 | *.sh text 5 | 6 | vpc_linux binary 7 | vpc_osx binary 8 | 9 | *.exe binary 10 | protoc binary 11 | ccache binary 12 | -------------------------------------------------------------------------------- /game/materials/detail/grass_lawn_cut_dark.vmt: -------------------------------------------------------------------------------- 1 | "EDITOR_SHADER" 2 | { 3 | "$SHADERNAME" "detail_prop_shader" 4 | 5 | "$basetexture" "detail/grass_lawn_cut_dark" 6 | "$grass_spec_color" "[0.7 0.6 0.5]" 7 | } 8 | -------------------------------------------------------------------------------- /game/materials/detail/grass_lawn_cut_lite.vmt: -------------------------------------------------------------------------------- 1 | "EDITOR_SHADER" 2 | { 3 | "$SHADERNAME" "detail_prop_shader" 4 | 5 | "$basetexture" "detail/grass_lawn_cut_lite" 6 | "$grass_spec_color" "[0.7 0.6 0.4]" 7 | } 8 | -------------------------------------------------------------------------------- /game/materials/shadereditor/char_arrow.vmt: -------------------------------------------------------------------------------- 1 | "UnlitGeneric" 2 | { 3 | $basetexture "shadereditor/char_arrow" 4 | $translucent 1 5 | $vertexcolor 1 6 | $vertexalpha 1 7 | $no_fullbright 1 8 | $ignorez 1 9 | } -------------------------------------------------------------------------------- /game/shadereditorui/redistribute/shaders_2006/colorpicker_blend_ps20.vcs: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Biohazard90/source-shader-editor/HEAD/game/shadereditorui/redistribute/shaders_2006/colorpicker_blend_ps20.vcs -------------------------------------------------------------------------------- /game/shadereditorui/redistribute/shaders_2006/colorpicker_blend_vs20.vcs: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Biohazard90/source-shader-editor/HEAD/game/shadereditorui/redistribute/shaders_2006/colorpicker_blend_vs20.vcs -------------------------------------------------------------------------------- /src/materialsystem/procshader/SDK_vertexlit_and_unlit_generic_bump_ps2x.fxc: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Biohazard90/source-shader-editor/HEAD/src/materialsystem/procshader/SDK_vertexlit_and_unlit_generic_bump_ps2x.fxc -------------------------------------------------------------------------------- /src/materialsystem/procshader/SDK_vertexlit_and_unlit_generic_bump_vs20.fxc: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Biohazard90/source-shader-editor/HEAD/src/materialsystem/procshader/SDK_vertexlit_and_unlit_generic_bump_vs20.fxc -------------------------------------------------------------------------------- /src/vpc_scripts/platform_dirs.vpc: -------------------------------------------------------------------------------- 1 | $Macro PLATSUBDIR "\." [$WIN32] 2 | $Macro PLATSUBDIR "\x64" [$WIN64] 3 | $Macro PLATSUBDIR "\." [$X360] 4 | $Macro PLATSUBDIR "\linux32" [$LINUX32] 5 | $Macro PLATSUBDIR "\osx32" [$OSX32] 6 | -------------------------------------------------------------------------------- /game/materials/shadereditor/busy.vmt: -------------------------------------------------------------------------------- 1 | "unlitgeneric" 2 | { 3 | "$basetexture" "shadereditor/busy" 4 | "$nocull" 1 5 | "$nofog" 1 6 | "$ignorez" 1 7 | "$translucent" 1 8 | "$vertexalpha" 1 9 | "$vertexcolor" 1 10 | } -------------------------------------------------------------------------------- /game/materials/shadereditor/colorpicker_sv.vmt: -------------------------------------------------------------------------------- 1 | "Unlitgeneric" 2 | { 3 | "$basetexture" "shadereditor/colorpicker_sv" 4 | 5 | "$linearwrite" 1 6 | "$translucent" 1 7 | "$vertexcolor" 1 8 | "$vertexalpha" 1 9 | "$ignorez" 1 10 | } -------------------------------------------------------------------------------- /game/materials/shadereditor/colorpicker_hue.vmt: -------------------------------------------------------------------------------- 1 | "Unlitgeneric" 2 | { 3 | "$basetexture" "shadereditor/colorpicker_hue" 4 | 5 | "$linearwrite" 1 6 | "$translucent" 1 7 | "$vertexcolor" 1 8 | "$vertexalpha" 1 9 | "$ignorez" 1 10 | } -------------------------------------------------------------------------------- /game/materials/detail/grass_lawn_cut.vmt: -------------------------------------------------------------------------------- 1 | "EDITOR_SHADER" 2 | { 3 | "$SHADERNAME" "detail_prop_shader" 4 | 5 | "$basetexture" "detail/grass_lawn_cut" 6 | //"$grass_spec_color" "[0.367906 0.44 0.1914]" 7 | "$grass_spec_color" "[0.8 1.0 0.3]" 8 | } 9 | -------------------------------------------------------------------------------- /src/vpc_scripts/source_exe_qt_base.vpc: -------------------------------------------------------------------------------- 1 | // call up either the posix or win32 vpc file based upon target platform 2 | 3 | //$Include "$SRCDIR\vpc_scripts\source_exe_qt_linux_base.vpc" [$POSIX] 4 | $Include "$SRCDIR\vpc_scripts\source_exe_qt_win32_base.vpc" [$WIN32 || $WIN64] 5 | -------------------------------------------------------------------------------- /src/devtools/version_script.linux.txt: -------------------------------------------------------------------------------- 1 | { 2 | global: *; 3 | local: 4 | extern "C++" { 5 | *std::*; 6 | __cxxabi*; 7 | __gcc*; 8 | __gxx*; 9 | __gnu_cxx*; 10 | __cxa*; 11 | operator*; 12 | __dynamic_cast 13 | }; 14 | }; 15 | -------------------------------------------------------------------------------- /src/materialsystem/procshader/cleantemps.bat: -------------------------------------------------------------------------------- 1 | @echo off 2 | setlocal 3 | 4 | if exist fxctmp9_tmp rd /s /q fxctmp9_tmp 5 | if exist vshtmp9_tmp rd /s /q vshtmp9_tmp 6 | if exist pshtmp9_tmp rd /s /q pshtmp9_tmp 7 | 8 | if exist fxctmp9_360_tmp rd /s /q fxctmp9_360_tmp 9 | if exist vshtmp9_360_tmp rd /s /q vshtmp9_360_tmp 10 | if exist pshtmp9_360_tmp rd /s /q pshtmp9_360_tmp 11 | 12 | if exist shaders rd /s /q shaders 13 | -------------------------------------------------------------------------------- /src/shadereditor/vgui_init.h: -------------------------------------------------------------------------------- 1 | #ifndef VGUI_EDITOR_INIT 2 | #define VGUI_EDITOR_INIT 3 | #ifdef _WIN32 4 | #pragma once 5 | #endif 6 | 7 | #include "interface.h" 8 | #include 9 | 10 | namespace vgui 11 | { 12 | class Panel; 13 | } 14 | 15 | bool VGui_Editor_Startup( CreateInterfaceFn appSystemFactory ); 16 | void VGui_Editor_Shutdown( void ); 17 | void VGui_Editor_CreateGlobalPanels( bool bEditingMode ); 18 | 19 | #endif -------------------------------------------------------------------------------- /src/shadereditor/nodes/vnode_fog.h: -------------------------------------------------------------------------------- 1 | #ifndef CNODE_FOG_H 2 | #define CNODE_FOG_H 3 | 4 | #include "vBaseNode.h" 5 | 6 | class CNodeFog : public CBaseNode 7 | { 8 | DECLARE_CLASS( CNodeFog, CBaseNode ); 9 | 10 | public: 11 | 12 | CNodeFog( CNodeView *p ); 13 | ~CNodeFog(); 14 | 15 | virtual int GetNodeType(){ return HLSLNODE_UTILITY_FOG; }; 16 | 17 | private: 18 | virtual bool CreateSolvers(GenericShaderData *ShaderData); 19 | 20 | }; 21 | 22 | 23 | #endif -------------------------------------------------------------------------------- /src/shadereditor/interface/ppehelper.h: -------------------------------------------------------------------------------- 1 | #ifndef PPE_HELPER_H 2 | #define PPE_HELPER_H 3 | 4 | #include "cbase.h" 5 | 6 | 7 | class CPPEHelper : public IVPPEHelper 8 | { 9 | public: 10 | 11 | CPPEHelper(); 12 | ~CPPEHelper(); 13 | 14 | KeyValues *GetInlineMaterial( const char *szmatName ); 15 | void DestroyKeyValues( KeyValues *pKV ); 16 | 17 | private: 18 | 19 | KeyValues *GetInlineMaterial( const char *szmatName, CUtlVector &hStack ); 20 | 21 | }; 22 | 23 | 24 | 25 | #endif -------------------------------------------------------------------------------- /src/vpc_scripts/source_exe_qt_con_base.vpc: -------------------------------------------------------------------------------- 1 | // base file for a console app with qt. win32 only for now. CG: I'm not 100% sure this is the right definition, 2 | // but I'm moving the logic here so it doesn't end up pasted into every such app. 3 | 4 | $Include "$SRCDIR\vpc_scripts\source_exe_qt_win32_base.vpc" 5 | 6 | $Configuration 7 | { 8 | $Linker 9 | { 10 | $SubSystem "Console (/SUBSYSTEM:CONSOLE)" 11 | } 12 | $Compiler 13 | { 14 | $AdditionalIncludeDirectories "$BASE,..\common" 15 | } 16 | } 17 | -------------------------------------------------------------------------------- /src/shadereditor/veditorflowgraphpage.cpp: -------------------------------------------------------------------------------- 1 | 2 | #include "cbase.h" 3 | #include "editorcommon.h" 4 | 5 | 6 | CFlowGraphPage::CFlowGraphPage( Panel *parent ) : PropertyPage( parent, "" ) 7 | { 8 | pGraph = NULL; 9 | } 10 | 11 | CFlowGraphPage::~CFlowGraphPage() 12 | { 13 | } 14 | 15 | void CFlowGraphPage::SetFlowGraph( CNodeView *p ) 16 | { 17 | pGraph = p; 18 | p->InvalidateLayout( true ); 19 | } 20 | 21 | void CFlowGraphPage::PageShow() 22 | { 23 | Assert( pGraph ); 24 | pGraph->UploadPreviewData(); 25 | } -------------------------------------------------------------------------------- /src/shadereditor/nodes/vnode_cross.h: -------------------------------------------------------------------------------- 1 | #ifndef CNODE_CROSS_H 2 | #define CNODE_CROSS_H 3 | 4 | #include "vBaseNode.h" 5 | 6 | class CNodeCross : public CBaseNode 7 | { 8 | DECLARE_CLASS( CNodeCross, CBaseNode ); 9 | 10 | public: 11 | 12 | CNodeCross( CNodeView *p ); 13 | ~CNodeCross(); 14 | 15 | virtual int GetNodeType(){ return HLSLNODE_VECTOR_CROSS; }; 16 | 17 | virtual int UpdateInputsValid(); 18 | 19 | private: 20 | virtual bool CreateSolvers(GenericShaderData *ShaderData); 21 | 22 | }; 23 | 24 | 25 | #endif -------------------------------------------------------------------------------- /src/shadereditor/solver/chlsl_solver_dummy.h: -------------------------------------------------------------------------------- 1 | #ifndef CHLSL_SOLVER_DUMMY_H 2 | #define CHLSL_SOLVER_DUMMY_H 3 | 4 | #include "editorcommon.h" 5 | 6 | class CHLSL_Solver_Dummy : public CHLSL_SolverBase 7 | { 8 | public: 9 | CHLSL_Solver_Dummy( HNODE nodeidx ) : CHLSL_SolverBase( nodeidx ) {}; 10 | CHLSL_SolverBase *Copy(){ 11 | return new CHLSL_Solver_Dummy( *this ); }; 12 | 13 | virtual bool IsDummy(){ return true; }; 14 | 15 | virtual bool IsRenderable(){ return false; }; 16 | protected: 17 | }; 18 | 19 | 20 | 21 | #endif -------------------------------------------------------------------------------- /src/devtools/bin/buildshaderlist.pl: -------------------------------------------------------------------------------- 1 | use File::DosGlob; 2 | @ARGV = map { 3 | my @g = File::DosGlob::glob($_) if /[*?]/; 4 | @g ? @g : $_; 5 | } @ARGV; 6 | 7 | open FILE, ">__tmpshaderlist.txt"; 8 | 9 | foreach $arg (@ARGV) 10 | { 11 | if( $arg =~ m/\.fxc$/i || $arg =~ m/\.vsh$/i || $arg =~ m/\.psh$/i ) 12 | { 13 | print $arg . "\n"; 14 | print FILE $arg . "\n"; 15 | } 16 | } 17 | 18 | close FILE; 19 | 20 | system "buildshaders.bat __tmpshaderlist"; 21 | 22 | unlink "__tmpshaderlist.txt"; -------------------------------------------------------------------------------- /src/materialsystem/procshader/fbquad_vs20.fxc: -------------------------------------------------------------------------------- 1 | // Includes 2 | #include "common_vs_fxc.h" 3 | 4 | // Semantic structures 5 | struct VS_INPUT 6 | { 7 | float3 vPos : POSITION; 8 | float2 vTexCoords : TEXCOORD0; 9 | }; 10 | 11 | struct VS_OUTPUT 12 | { 13 | float4 vProjPos : POSITION; 14 | float2 vTexCoords : TEXCOORD0; 15 | }; 16 | 17 | // Entry point 18 | VS_OUTPUT main( const VS_INPUT In ) 19 | { 20 | VS_OUTPUT Out; 21 | Out.vProjPos = float4( In.vPos, 1 ); 22 | Out.vTexCoords = In.vTexCoords; 23 | return Out; 24 | } -------------------------------------------------------------------------------- /src/shadereditor/gshaderdumps.h: -------------------------------------------------------------------------------- 1 | #ifndef SHADERDUMPS_H 2 | #define SHADERDUMPS_H 3 | 4 | #include "cbase.h" 5 | 6 | KeyValues *df_LoadDump_List(); // alloc 7 | void df_SaveDump_List( KeyValues *pKV ); // dealloc 8 | 9 | BasicShaderCfg_t *BuildShaderData( const char *dumpFileName ); 10 | void df_SaveDump_File( const char *canvasname, const BasicShaderCfg_t &shader ); 11 | 12 | void ReadGameShaders( CUtlVector &hList ); 13 | void LoadGameShaders( bool bFirstRun = false ); 14 | void UnloadGameShaders(); 15 | 16 | #endif -------------------------------------------------------------------------------- /src/shadereditor/solver/chlsl_solver_add.h: -------------------------------------------------------------------------------- 1 | #ifndef CHLSL_SOLVER_ADD_H 2 | #define CHLSL_SOLVER_ADD_H 3 | 4 | #include "editorcommon.h" 5 | 6 | class CHLSL_Solver_Add : public CHLSL_SolverBase 7 | { 8 | public: 9 | CHLSL_Solver_Add( HNODE nodeidx ) : CHLSL_SolverBase( nodeidx ) {}; 10 | CHLSL_SolverBase *Copy(){ 11 | return new CHLSL_Solver_Add( *this ); }; 12 | 13 | protected: 14 | virtual void OnWriteFXC( bool bIsPixelShader, WriteContext_FXC &context ); 15 | virtual void Render( Preview2DContext &c ); 16 | }; 17 | 18 | #endif -------------------------------------------------------------------------------- /src/shadereditor/solver/chlsl_solver_dot.h: -------------------------------------------------------------------------------- 1 | #ifndef CHLSL_SOLVER_DOT_H 2 | #define CHLSL_SOLVER_DOT_H 3 | 4 | #include "editorcommon.h" 5 | 6 | class CHLSL_Solver_Dot : public CHLSL_SolverBase 7 | { 8 | public: 9 | CHLSL_Solver_Dot( HNODE nodeidx ) : CHLSL_SolverBase( nodeidx ) {}; 10 | CHLSL_SolverBase *Copy(){ 11 | return new CHLSL_Solver_Dot( *this ); }; 12 | 13 | protected: 14 | virtual void OnWriteFXC( bool bIsPixelShader, WriteContext_FXC &context ); 15 | virtual void Render( Preview2DContext &c ); 16 | }; 17 | 18 | #endif -------------------------------------------------------------------------------- /src/shadereditor/nodes/vnode_add.h: -------------------------------------------------------------------------------- 1 | #ifndef CNODEADD_H 2 | #define CNODEADD_H 3 | 4 | #include "vBaseNode.h" 5 | 6 | class CNodeAdd : public CBaseNode 7 | { 8 | DECLARE_CLASS( CNodeAdd, CBaseNode ); 9 | 10 | public: 11 | 12 | CNodeAdd( CNodeView *p ); 13 | ~CNodeAdd(); 14 | 15 | virtual int GetNodeType(){ return HLSLNODE_MATH_ADD; }; 16 | 17 | virtual int UpdateInputsValid(); 18 | virtual void UpdateOutputs(); 19 | 20 | private: 21 | virtual bool CreateSolvers(GenericShaderData *ShaderData); 22 | 23 | }; 24 | 25 | 26 | #endif -------------------------------------------------------------------------------- /src/shadereditor/nodes/vnode_dot.h: -------------------------------------------------------------------------------- 1 | #ifndef CNODEDOT_H 2 | #define CNODEDOT_H 3 | 4 | #include "vBaseNode.h" 5 | 6 | class CNodeDot : public CBaseNode 7 | { 8 | DECLARE_CLASS( CNodeDot, CBaseNode ); 9 | 10 | public: 11 | 12 | CNodeDot( CNodeView *p ); 13 | ~CNodeDot(); 14 | 15 | virtual int GetNodeType(){ return HLSLNODE_MATH_DOT; }; 16 | 17 | virtual int UpdateInputsValid(); 18 | virtual void UpdateOutputs(); 19 | 20 | private: 21 | virtual bool CreateSolvers(GenericShaderData *ShaderData); 22 | 23 | }; 24 | 25 | 26 | #endif -------------------------------------------------------------------------------- /src/shadereditor/solver/chlsl_solver_lerp.h: -------------------------------------------------------------------------------- 1 | #ifndef CHLSL_SOLVER_LERP_H 2 | #define CHLSL_SOLVER_LERP_H 3 | 4 | #include "editorcommon.h" 5 | 6 | class CHLSL_Solver_Lerp : public CHLSL_SolverBase 7 | { 8 | public: 9 | CHLSL_Solver_Lerp( HNODE nodeidx ) : CHLSL_SolverBase( nodeidx ) {}; 10 | CHLSL_SolverBase *Copy(){ 11 | return new CHLSL_Solver_Lerp( *this ); }; 12 | 13 | protected: 14 | virtual void OnWriteFXC( bool bIsPixelShader, WriteContext_FXC &context ); 15 | virtual void Render( Preview2DContext &c ); 16 | }; 17 | 18 | #endif -------------------------------------------------------------------------------- /src/shadereditor/threads/cbasethread.h: -------------------------------------------------------------------------------- 1 | #ifndef CBASE_THREAD_H 2 | #define CBASE_THREAD_H 3 | 4 | #include "cbase.h" 5 | #include "editorCommon.h" 6 | 7 | class CBaseThread : public CThread 8 | { 9 | public: 10 | CBaseThread(); 11 | CMessageQueue< __threadcmds_common* > m_Queue_Common; 12 | 13 | int CheckCommon(); 14 | 15 | bool ShouldDie(); 16 | int GetRefCount(); 17 | void IncrementRefCount(); 18 | void DecrementRefCount(); 19 | 20 | private: 21 | int _RefCount; 22 | CThreadMutex mutex_refcount; 23 | }; 24 | 25 | 26 | #endif -------------------------------------------------------------------------------- /src/shadereditor/solver/chlsl_solver_cross.h: -------------------------------------------------------------------------------- 1 | #ifndef CHLSL_SOLVER_CROSS_H 2 | #define CHLSL_SOLVER_CROSS_H 3 | 4 | #include "editorcommon.h" 5 | 6 | class CHLSL_Solver_Cross : public CHLSL_SolverBase 7 | { 8 | public: 9 | CHLSL_Solver_Cross( HNODE nodeidx ) : CHLSL_SolverBase( nodeidx ) {}; 10 | CHLSL_SolverBase *Copy(){ 11 | return new CHLSL_Solver_Cross( *this ); }; 12 | 13 | protected: 14 | virtual void OnWriteFXC( bool bIsPixelShader, WriteContext_FXC &context ); 15 | virtual void Render( Preview2DContext &c ); 16 | }; 17 | 18 | #endif -------------------------------------------------------------------------------- /game/shadereditorui/editor_config.txt: -------------------------------------------------------------------------------- 1 | "config" 2 | { 3 | "preview_visible" "1" 4 | "p_x" "1134" 5 | "p_y" "500" 6 | "p_sx" "449" 7 | "p_sy" "378" 8 | "draw_datatypes" "1" 9 | "draw_shadows" "1" 10 | "draw_all_limits" "0" 11 | "compile_preview" "1" 12 | "enable_nodeview_tooltips" "1" 13 | "compile_always_full" "0" 14 | "compile_auto_publish_to_materials" "1" 15 | "precache_auto_reload" "1" 16 | "warn_unsaved_changes" "1" 17 | "cedit_x" "95" 18 | "cedit_y" "195" 19 | "cedit_sx" "918" 20 | "cedit_sy" "585" 21 | } 22 | -------------------------------------------------------------------------------- /src/shadereditor/nodes/vnode_lerp.h: -------------------------------------------------------------------------------- 1 | #ifndef CNODE_LERP_H 2 | #define CNODE_LERP_H 3 | 4 | #include "vBaseNode.h" 5 | 6 | class CNodeLerp : public CBaseNode 7 | { 8 | DECLARE_CLASS( CNodeLerp, CBaseNode ); 9 | 10 | public: 11 | 12 | CNodeLerp( CNodeView *p ); 13 | ~CNodeLerp(); 14 | 15 | virtual int GetNodeType(){ return HLSLNODE_MATH_LERP; }; 16 | 17 | virtual int UpdateInputsValid(); 18 | virtual void UpdateOutputs(); 19 | 20 | private: 21 | virtual bool CreateSolvers(GenericShaderData *ShaderData); 22 | 23 | }; 24 | 25 | 26 | #endif -------------------------------------------------------------------------------- /src/devtools/bin/vpc: -------------------------------------------------------------------------------- 1 | #!/bin/bash 2 | 3 | OS=`uname` 4 | SCRIPTPATH=`dirname $0` 5 | FORCEARG="" 6 | 7 | case $OS in 8 | "Darwin") 9 | BINNAME=vpc_osx 10 | ;; 11 | "Linux") 12 | BINNAME=vpc_linux 13 | ;; 14 | *) 15 | echo "Couldn't find appropriate VPC binary, fix the script." 16 | exit -1 17 | ;; 18 | esac 19 | 20 | 21 | if [ $OS == "Darwin" ]; then 22 | $SCRIPTPATH/$BINNAME $@ 23 | elif [ $OS == "Linux" ]; then 24 | $SCRIPTPATH/$BINNAME $@ 25 | else 26 | echo "Couldn't find appropriate VPC binary, fix the script." 27 | exit -1 28 | fi 29 | -------------------------------------------------------------------------------- /src/shadereditor/solver/chlsl_solver_append.h: -------------------------------------------------------------------------------- 1 | #ifndef CHLSL_SOLVER_APPEND_H 2 | #define CHLSL_SOLVER_APPEND_H 3 | 4 | #include "editorcommon.h" 5 | 6 | class CHLSL_Solver_Append : public CHLSL_SolverBase 7 | { 8 | public: 9 | CHLSL_Solver_Append( HNODE nodeidx ) : CHLSL_SolverBase( nodeidx ) {}; 10 | CHLSL_SolverBase *Copy(){ 11 | return new CHLSL_Solver_Append( *this ); }; 12 | 13 | protected: 14 | virtual void OnWriteFXC( bool bIsPixelShader, WriteContext_FXC &context ); 15 | virtual void Render( Preview2DContext &c ); 16 | }; 17 | 18 | #endif -------------------------------------------------------------------------------- /src/shadereditor/solver/chlsl_solver_divide.h: -------------------------------------------------------------------------------- 1 | #ifndef CHLSL_SOLVER_DIVIDE_H 2 | #define CHLSL_SOLVER_DIVIDE_H 3 | 4 | #include "editorcommon.h" 5 | 6 | class CHLSL_Solver_Divide : public CHLSL_SolverBase 7 | { 8 | public: 9 | CHLSL_Solver_Divide( HNODE nodeidx ) : CHLSL_SolverBase( nodeidx ) {}; 10 | CHLSL_SolverBase *Copy(){ 11 | return new CHLSL_Solver_Divide( *this ); }; 12 | 13 | protected: 14 | virtual void OnWriteFXC( bool bIsPixelShader, WriteContext_FXC &context ); 15 | virtual void Render( Preview2DContext &c ); 16 | }; 17 | 18 | #endif -------------------------------------------------------------------------------- /src/shadereditor/veditorflowgraphpage.h: -------------------------------------------------------------------------------- 1 | #ifndef C_EDITOR_FG_PAGE_H 2 | #define C_EDITOR_FG_PAGE_H 3 | 4 | #include "vSheets.h" 5 | 6 | 7 | class CFlowGraphPage : public PropertyPage 8 | { 9 | public: 10 | DECLARE_CLASS_SIMPLE( CFlowGraphPage, PropertyPage ); 11 | 12 | CFlowGraphPage( Panel *parent ); 13 | ~CFlowGraphPage(); 14 | 15 | void SetFlowGraph( CNodeView *p ); 16 | CNodeView *GetFlowGraph(){ return pGraph; }; 17 | 18 | MESSAGE_FUNC( PageShow, "PageShow" ); 19 | 20 | protected: 21 | 22 | CNodeView *pGraph; 23 | }; 24 | 25 | 26 | #endif -------------------------------------------------------------------------------- /src/shadereditor/nodes/vnode_divide.h: -------------------------------------------------------------------------------- 1 | #ifndef CNODE_DIVIDE_H 2 | #define CNODE_DIVIDE_H 3 | 4 | #include "vBaseNode.h" 5 | 6 | class CNodeDivide : public CBaseNode 7 | { 8 | DECLARE_CLASS( CNodeDivide, CBaseNode ); 9 | 10 | public: 11 | 12 | CNodeDivide( CNodeView *p ); 13 | ~CNodeDivide(); 14 | 15 | virtual int GetNodeType(){ return HLSLNODE_MATH_DIVIDE; }; 16 | 17 | virtual int UpdateInputsValid(); 18 | virtual void UpdateOutputs(); 19 | 20 | private: 21 | virtual bool CreateSolvers(GenericShaderData *ShaderData); 22 | 23 | }; 24 | 25 | 26 | #endif -------------------------------------------------------------------------------- /src/materialsystem/procshader/colorpicker_blend_vs20.fxc: -------------------------------------------------------------------------------- 1 | // Includes 2 | #include "common_vs_fxc.h" 3 | 4 | // Semantic structures 5 | struct VS_INPUT 6 | { 7 | float3 vPos : POSITION; 8 | float2 vTexCoord : TEXCOORD0; 9 | }; 10 | 11 | struct VS_OUTPUT 12 | { 13 | float4 vProjPos : POSITION; 14 | float2 vTexCoord : TEXCOORD0; 15 | }; 16 | 17 | // Entry point 18 | VS_OUTPUT main( const VS_INPUT In ) 19 | { 20 | VS_OUTPUT Out; 21 | Out.vProjPos = mul( float4( In.vPos, 1.0f ), cViewProj ); 22 | 23 | Out.vTexCoord = In.vTexCoord; 24 | return Out; 25 | } -------------------------------------------------------------------------------- /src/materialsystem/procshader/prev_ps20.fxc: -------------------------------------------------------------------------------- 1 | // Includes 2 | #include "common_ps_fxc.h" 3 | 4 | // DYNAMIC: "ISCUBEMAP" "0..1" 5 | 6 | sampler src_bg : register( s0 ); 7 | 8 | struct PS_INPUT 9 | { 10 | float2 vTexCoord_0 : TEXCOORD0; 11 | float3 vNormal : TEXCOORD1; 12 | }; 13 | 14 | // Entry point 15 | float4 main( const PS_INPUT In ) : COLOR 16 | { 17 | float4 color; 18 | 19 | #if ISCUBEMAP 20 | color = texCUBE( src_bg, In.vNormal ) * ENV_MAP_SCALE; 21 | #else 22 | color = tex2D( src_bg, In.vTexCoord_0 ); 23 | #endif 24 | 25 | return color; 26 | } -------------------------------------------------------------------------------- /src/shadereditor/nodes/vnode_vecappend.h: -------------------------------------------------------------------------------- 1 | #ifndef CNODE_APPEND_H 2 | #define CNODE_APPEND_H 3 | 4 | #include "vBaseNode.h" 5 | 6 | class CNodeAppend : public CBaseNode 7 | { 8 | DECLARE_CLASS( CNodeAppend, CBaseNode ); 9 | 10 | public: 11 | 12 | CNodeAppend( CNodeView *p ); 13 | ~CNodeAppend(); 14 | 15 | virtual int GetNodeType(){ return HLSLNODE_MATH_APPEND; }; 16 | 17 | virtual int UpdateInputsValid(); 18 | virtual void UpdateOutputs(); 19 | 20 | private: 21 | virtual bool CreateSolvers(GenericShaderData *ShaderData); 22 | 23 | }; 24 | 25 | 26 | #endif -------------------------------------------------------------------------------- /src/vpc_scripts/source_lib_posix_base.vpc: -------------------------------------------------------------------------------- 1 | 2 | $MacroRequired "OUTLIBNAME" "$PROJECTNAME" 3 | $Macro IS_LIB_PROJECT "1" 4 | 5 | $Include "$SRCDIR\vpc_scripts\source_posix_base.vpc" 6 | 7 | $Configuration 8 | { 9 | $General 10 | { 11 | $ConfigurationType "Static Library (.lib)" 12 | $GameOutputFile "$OUTLIBDIR/$OUTLIBNAME$_STATICLIB_EXT" 13 | } 14 | 15 | $Linker 16 | { 17 | $OutputFile "$OUTLIBDIR/$OUTLIBNAME$_STATICLIB_EXT" 18 | } 19 | } 20 | -------------------------------------------------------------------------------- /src/vpc_scripts/default.vgc: -------------------------------------------------------------------------------- 1 | //----------------------------------------------------------------------------- 2 | // DEFAULT.VGC 3 | // 4 | // Configurations for all Source(TM) Projects 5 | //----------------------------------------------------------------------------- 6 | 7 | //////////////// 8 | // Game Names // 9 | //////////////// 10 | 11 | $Games 12 | { 13 | "EPISODIC" 14 | "HL2" 15 | } 16 | 17 | // Makes the VPC scripts work in the SDK's context 18 | $Conditional "SOURCESDK" "1" 19 | 20 | $Include "vpc_scripts\projects.vgc" 21 | $Include "vpc_scripts\groups.vgc" 22 | 23 | -------------------------------------------------------------------------------- /src/vgui_editor/vgui_editor_platform.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #ifdef SHADER_EDITOR_DLL_PORTAL2 4 | #include 5 | 6 | const uint32 INVALID_LOCALIZE_STRING_INDEX = (uint32)-1; 7 | inline bool V_isalnum(char c) { return isalnum( (unsigned char)c ) != 0; } 8 | #endif 9 | 10 | #ifndef max 11 | #define max(a,b) (((a) > (b)) ? (a) : (b)) 12 | #endif 13 | 14 | #ifndef min 15 | #define min(a,b) (((a) < (b)) ? (a) : (b)) 16 | #endif 17 | 18 | #ifndef clamp 19 | #define clamp( val, min, max ) ( ((val) > (max)) ? (max) : ( ((val) < (min)) ? (min) : (val) ) ) 20 | #endif 21 | -------------------------------------------------------------------------------- /src/shadereditor/solver/chlsl_solver_fog.h: -------------------------------------------------------------------------------- 1 | #ifndef CHLSL_SOLVER_FOG_H 2 | #define CHLSL_SOLVER_FOG_H 3 | 4 | #include "editorcommon.h" 5 | 6 | class CHLSL_Solver_Fog : public CHLSL_SolverBase 7 | { 8 | public: 9 | CHLSL_Solver_Fog( HNODE nodeidx ) : CHLSL_SolverBase( nodeidx ) {}; 10 | CHLSL_SolverBase *Copy(){ 11 | return new CHLSL_Solver_Fog( *this ); }; 12 | 13 | protected: 14 | virtual void OnWriteFXC( bool bIsPixelShader, WriteContext_FXC &context ); 15 | virtual void Render( Preview2DContext &c ); 16 | virtual void OnIdentifierAlloc( IdentifierLists_t &List ); 17 | }; 18 | 19 | #endif -------------------------------------------------------------------------------- /src/shadereditor/solver/chlsl_solver_writesemantics.h: -------------------------------------------------------------------------------- 1 | #ifndef CHLSL_SOLVER_WRITESEMANTICS_H 2 | #define CHLSL_SOLVER_WRITESEMANTICS_H 3 | 4 | #include "editorcommon.h" 5 | 6 | class CHLSL_Solver_WriteSemantics : public CHLSL_SolverBase 7 | { 8 | public: 9 | CHLSL_Solver_WriteSemantics( HNODE nodeidx ) : CHLSL_SolverBase( nodeidx ) {}; 10 | CHLSL_SolverBase *Copy(){ 11 | return new CHLSL_Solver_WriteSemantics( *this ); }; 12 | 13 | virtual bool IsRenderable(){ return false; }; 14 | protected: 15 | virtual void OnWriteFXC( bool bIsPixelShader, WriteContext_FXC &context ); 16 | }; 17 | 18 | 19 | 20 | #endif -------------------------------------------------------------------------------- /game/materials/shadereditor/arrow.vmt: -------------------------------------------------------------------------------- 1 | "UnlitGeneric" 2 | { 3 | $basetexture "shadereditor/arrow" 4 | $translucent 1 5 | $distancealpha 1 6 | 7 | $softedges 0 8 | $edgesoftnessstart 0.5 9 | $edgesoftnessend 0.45 10 | $scaleedgesoftnessbasedonscreenres 0 11 | 12 | $glow 1 13 | $glowcolor "[0 0 0]" 14 | $glowalpha 2.5 15 | $glowstart .0 16 | $glowend 1 17 | 18 | $outline 0 19 | $outlinecolor "[0.3 0.3 0.3]" 20 | $outlinealpha 0.7 21 | $outlinestart0 0 22 | $outlinestart1 0.02 23 | $outlineend0 0.58 24 | $outlineend1 0.6 25 | 26 | $vertexcolor 1 27 | $vertexalpha 1 28 | $no_fullbright 1 29 | $ignorez 1 30 | } -------------------------------------------------------------------------------- /src/shadereditor/ckvpacker.h: -------------------------------------------------------------------------------- 1 | #ifndef C_KV_PACKER_H 2 | #define C_KV_PACKER_H 3 | 4 | #include "cbase.h" 5 | #include "editorCommon.h" 6 | 7 | 8 | class CKVPacker 9 | { 10 | public: 11 | 12 | static char *ConvertKVSafeString( const char *pStr, bool bMakeEscaped ); 13 | 14 | static bool KVPack( const char *pszStr, const char *pszKey, KeyValues *pKVTarget ); 15 | static char *KVUnpack( KeyValues *pKVSource, const char *pszKey ); 16 | static bool KVCopyPacked( KeyValues *pKVSource, KeyValues *pKVTarget, const char *pszKey ); 17 | static void KVClearPacked( const char *pszKey, KeyValues *pKVTarget ); 18 | }; 19 | 20 | 21 | 22 | #endif -------------------------------------------------------------------------------- /src/shadereditor/properties/vsheet_cmatrix.h: -------------------------------------------------------------------------------- 1 | #ifndef CSHEET_CMATRIX_H 2 | #define CSHEET_CMATRIX_H 3 | 4 | #include "vSheets.h" 5 | 6 | 7 | class CSheet_CMatrix : public CSheet_Base 8 | { 9 | public: 10 | DECLARE_CLASS_SIMPLE( CSheet_CMatrix, CSheet_Base ); 11 | 12 | CSheet_CMatrix(CBaseNode *pNode, CNodeView *view, KeyValues *data, Panel *parent ); 13 | ~CSheet_CMatrix(); 14 | 15 | virtual const char *GetSheetTitle(){return"Custom matrix";}; 16 | 17 | MESSAGE_FUNC( OnResetData, "ResetData" ); 18 | MESSAGE_FUNC( OnApplyChanges, "ApplyChanges" ); 19 | 20 | private: 21 | 22 | ComboBox *m_pCBox_MType; 23 | }; 24 | 25 | 26 | #endif -------------------------------------------------------------------------------- /src/materialsystem/procshader/stdshader_dx9_20b.txt: -------------------------------------------------------------------------------- 1 | fallback_vs20.fxc 2 | fallback_ps20.fxc 3 | 4 | node_ps20.fxc 5 | node_vs20.fxc 6 | //node_ps30.fxc 7 | //node_vs30.fxc 8 | 9 | psin_ps20.fxc 10 | psin_vs20.fxc 11 | 12 | psin_ps30.fxc 13 | 14 | prev_vs20.fxc 15 | prev_ps20.fxc 16 | 17 | colorpicker_blend_vs20.fxc 18 | colorpicker_blend_ps20.fxc 19 | 20 | //SDK_vertexlit_and_unlit_generic_bump_ps2x.fxc 21 | //SDK_vertexlit_and_unlit_generic_bump_vs20.fxc 22 | //SDK_vertexlit_and_unlit_generic_ps2x.fxc 23 | //SDK_vertexlit_and_unlit_generic_vs20.fxc 24 | 25 | skymask_ps20.fxc 26 | skymask_vs20.fxc 27 | 28 | fbquad_ps20.fxc 29 | fbquad_vs20.fxc -------------------------------------------------------------------------------- /src/shadereditor/properties/vsheet_callback.h: -------------------------------------------------------------------------------- 1 | #ifndef CSHEET_CALLBACK_H 2 | #define CSHEET_CALLBACK_H 3 | 4 | #include "vSheets.h" 5 | 6 | 7 | class CSheet_Callback : public CSheet_Base 8 | { 9 | public: 10 | DECLARE_CLASS_SIMPLE( CSheet_Callback, CSheet_Base ); 11 | 12 | CSheet_Callback(CBaseNode *pNode, CNodeView *view, KeyValues *data, Panel *parent ); 13 | ~CSheet_Callback(); 14 | 15 | virtual const char *GetSheetTitle(){return"Callback";}; 16 | 17 | MESSAGE_FUNC( OnResetData, "ResetData" ); 18 | MESSAGE_FUNC( OnApplyChanges, "ApplyChanges" ); 19 | 20 | private: 21 | 22 | ComboBox *m_pCBox_Callbacks; 23 | }; 24 | 25 | 26 | #endif -------------------------------------------------------------------------------- /src/shadereditor/solver/chlsl_solver_mcomp.h: -------------------------------------------------------------------------------- 1 | #ifndef CHLSL_SOLVER_M_COMP_H 2 | #define CHLSL_SOLVER_M_COMP_H 3 | 4 | #include "editorcommon.h" 5 | 6 | class CHLSL_Solver_MComp : public CHLSL_SolverBase 7 | { 8 | public: 9 | CHLSL_Solver_MComp( HNODE nodeidx ) : CHLSL_SolverBase( nodeidx ) {}; 10 | CHLSL_SolverBase *Copy(){ 11 | return new CHLSL_Solver_MComp( *this ); }; 12 | 13 | void SetState( int mtype, bool doC ); 14 | 15 | protected: 16 | virtual void OnWriteFXC( bool bIsPixelShader, WriteContext_FXC &context ); 17 | virtual void Render( Preview2DContext &c ); 18 | 19 | int iTargetMatrix; 20 | bool bColumns; 21 | }; 22 | 23 | #endif -------------------------------------------------------------------------------- /src/shadereditor/properties/vsheet_condition.h: -------------------------------------------------------------------------------- 1 | #ifndef CSHEET_CONDITION_H 2 | #define CSHEET_CONDITION_H 3 | 4 | #include "vSheets.h" 5 | 6 | 7 | class CSheet_Condition : public CSheet_Base 8 | { 9 | public: 10 | DECLARE_CLASS_SIMPLE( CSheet_Condition, CSheet_Base ); 11 | 12 | CSheet_Condition(CBaseNode *pNode, CNodeView *view, KeyValues *data, Panel *parent ); 13 | ~CSheet_Condition(); 14 | 15 | virtual const char *GetSheetTitle(){return"Condition";}; 16 | 17 | MESSAGE_FUNC( OnResetData, "ResetData" ); 18 | MESSAGE_FUNC( OnApplyChanges, "ApplyChanges" ); 19 | 20 | private: 21 | 22 | ComboBox *m_pCBox_Condition; 23 | }; 24 | 25 | 26 | #endif -------------------------------------------------------------------------------- /src/shadereditor/properties/vsheet_multiply.h: -------------------------------------------------------------------------------- 1 | #ifndef CSHEET_MULTIPLY_H 2 | #define CSHEET_MULTIPLY_H 3 | 4 | #include "vSheets.h" 5 | 6 | 7 | class CSheet_Multiply : public CSheet_Base 8 | { 9 | public: 10 | DECLARE_CLASS_SIMPLE( CSheet_Multiply, CSheet_Base ); 11 | 12 | CSheet_Multiply(CBaseNode *pNode, CNodeView *view, KeyValues *data, Panel *parent ); 13 | ~CSheet_Multiply(); 14 | 15 | virtual const char *GetSheetTitle(){return"Multiply";}; 16 | 17 | MESSAGE_FUNC( OnResetData, "ResetData" ); 18 | MESSAGE_FUNC( OnApplyChanges, "ApplyChanges" ); 19 | 20 | private: 21 | 22 | CheckButton *m_pCheck_MatrixAsRotation; 23 | }; 24 | 25 | 26 | #endif -------------------------------------------------------------------------------- /src/shadereditor/vdialogppeconfig.h: -------------------------------------------------------------------------------- 1 | #ifndef CDIALOG_PPE_CFG_H 2 | #define CDIALOG_PPE_CFG_H 3 | 4 | #include "editorCommon.h" 5 | #include "vgui_controls/controls.h" 6 | 7 | 8 | class CDialog_PPEConfig : public vgui::Frame 9 | { 10 | public: 11 | DECLARE_CLASS_SIMPLE( CDialog_PPEConfig, Frame ); 12 | 13 | CDialog_PPEConfig( Panel *parent, CNodeView *pNodeView ); 14 | ~CDialog_PPEConfig(); 15 | 16 | protected: 17 | 18 | void OnCommand( const char *cmd ); 19 | 20 | //void PerformLayout(); 21 | 22 | private: 23 | 24 | void OnSave(); 25 | 26 | vgui::CheckButton *m_pCheck_AutoUpdateFBCopy; 27 | 28 | CNodeView *m_pNodeView; 29 | }; 30 | 31 | #endif -------------------------------------------------------------------------------- /src/shadereditor/properties/vsheet_lightscale.h: -------------------------------------------------------------------------------- 1 | #ifndef CSHEET_LIGHTSCALE_H 2 | #define CSHEET_LIGHTSCALE_H 3 | 4 | #include "vSheets.h" 5 | 6 | 7 | class CSheet_Lightscale : public CSheet_Base 8 | { 9 | public: 10 | DECLARE_CLASS_SIMPLE( CSheet_Lightscale, CSheet_Base ); 11 | 12 | CSheet_Lightscale(CBaseNode *pNode, CNodeView *view, KeyValues *data, Panel *parent ); 13 | ~CSheet_Lightscale(); 14 | 15 | virtual const char *GetSheetTitle(){return"Lightscale";}; 16 | 17 | MESSAGE_FUNC( OnResetData, "ResetData" ); 18 | MESSAGE_FUNC( OnApplyChanges, "ApplyChanges" ); 19 | 20 | private: 21 | 22 | ComboBox *m_pCBox_Lightscale; 23 | }; 24 | 25 | 26 | #endif -------------------------------------------------------------------------------- /src/shadereditor/solver/postprocessing/chlsl_solver_pp_rt.h: -------------------------------------------------------------------------------- 1 | #ifndef CHLSL_SOLVER_PP_RT_H 2 | #define CHLSL_SOLVER_PP_RT_H 3 | 4 | #include "editorcommon.h" 5 | 6 | class CHLSL_Solver_PP_RT : public CHLSL_Solver_PP_Base 7 | { 8 | public: 9 | CHLSL_Solver_PP_RT( HNODE nodeidx ); 10 | virtual CHLSL_Solver_PP_RT *Copy(){ 11 | return new CHLSL_Solver_PP_RT( *this ); }; 12 | 13 | void Init( const char *rtname ); 14 | virtual bool IsSceneSolver( const RunCodeContext &context ){ return context.IsSceneMode(); }; 15 | 16 | protected: 17 | virtual void OnExecuteCode( const RunCodeContext &context ); 18 | 19 | char m_szRTName[RT_NAME_MAX]; 20 | }; 21 | 22 | #endif -------------------------------------------------------------------------------- /src/vpc_scripts/version.vpc: -------------------------------------------------------------------------------- 1 | //----------------------------------------------------------------------------- 2 | // VERSION.VPC 3 | // 4 | // Version tag for VPC scripts. All base scripts include this file first. 5 | //----------------------------------------------------------------------------- 6 | 7 | // This version tag serves as a critical safeguard to ensure all vcproj's can 8 | // be forced to rebuild. Changing the version or anything about this 9 | // file will cause the CRC checking to fail, and thus cause a rebuild. 10 | 11 | // DO NOT CHANGE THIS UNLESS YOU !!!REALLY!!! NEED TO FORCE EVERY SINGLE VCPROJ TO REGENERATE 12 | $Macro "InternalVersion" "104" -------------------------------------------------------------------------------- /src/materialsystem/procshader/fbquad_ps20.fxc: -------------------------------------------------------------------------------- 1 | // Includes 2 | #include "common_ps_fxc.h" 3 | 4 | sampler src_bg : register( s0 ); 5 | sampler src_bg2 : register( s1 ); 6 | 7 | // STATIC: "COMBINEMODE" "0..1" 8 | 9 | struct PS_INPUT 10 | { 11 | float2 vTexCoords : TEXCOORD0; 12 | }; 13 | 14 | struct PS_OUTPUT 15 | { 16 | float4 vColor0 : COLOR0; 17 | }; 18 | 19 | // Entry point 20 | PS_OUTPUT main( const PS_INPUT In ) 21 | { 22 | PS_OUTPUT Out; 23 | 24 | Out.vColor0 = tex2D( src_bg, In.vTexCoords ); 25 | #if COMBINEMODE 26 | Out.vColor0.a = min( Out.vColor0.a, floor( tex2D( src_bg2, In.vTexCoords ).a ) ); 27 | #endif 28 | 29 | return Out; 30 | } -------------------------------------------------------------------------------- /src/shadereditor/properties/vsheet_final.h: -------------------------------------------------------------------------------- 1 | #ifndef CSHEET_FINAL_H 2 | #define CSHEET_FINAL_H 3 | 4 | #include "vSheets.h" 5 | 6 | 7 | class CSheet_Final : public CSheet_Base 8 | { 9 | public: 10 | DECLARE_CLASS_SIMPLE( CSheet_Final, CSheet_Base ); 11 | 12 | CSheet_Final(CBaseNode *pNode, CNodeView *view, KeyValues *data, Panel *parent ); 13 | ~CSheet_Final(); 14 | 15 | virtual const char *GetSheetTitle(){return"Final output";}; 16 | 17 | MESSAGE_FUNC( OnResetData, "ResetData" ); 18 | MESSAGE_FUNC( OnApplyChanges, "ApplyChanges" ); 19 | 20 | private: 21 | 22 | ComboBox *m_pCBox_Tonemap; 23 | CheckButton *m_pCheck_WriteDepth; 24 | }; 25 | 26 | 27 | #endif -------------------------------------------------------------------------------- /src/shadereditor/properties/vsheet_flashlight.h: -------------------------------------------------------------------------------- 1 | #ifndef CSHEET_FLASHLIGHT_H 2 | #define CSHEET_FLASHLIGHT_H 3 | 4 | #include "vSheets.h" 5 | 6 | 7 | class CSheet_Flashlight : public CSheet_Base 8 | { 9 | public: 10 | DECLARE_CLASS_SIMPLE( CSheet_Flashlight, CSheet_Base ); 11 | 12 | CSheet_Flashlight(CBaseNode *pNode, CNodeView *view, KeyValues *data, Panel *parent ); 13 | ~CSheet_Flashlight(); 14 | 15 | virtual const char *GetSheetTitle(){return"Flashlight";}; 16 | 17 | MESSAGE_FUNC( OnResetData, "ResetData" ); 18 | MESSAGE_FUNC( OnApplyChanges, "ApplyChanges" ); 19 | 20 | private: 21 | 22 | CheckButton *m_pCheck_Specular; 23 | }; 24 | 25 | 26 | #endif -------------------------------------------------------------------------------- /src/shadereditor/properties/vsheet_mcomp.h: -------------------------------------------------------------------------------- 1 | #ifndef CSHEET_MCOMP_H 2 | #define CSHEET_MCOMP_H 3 | 4 | #include "vSheets.h" 5 | 6 | 7 | class CSheet_MComp : public CSheet_Base 8 | { 9 | public: 10 | DECLARE_CLASS_SIMPLE( CSheet_MComp, CSheet_Base ); 11 | 12 | CSheet_MComp(CBaseNode *pNode, CNodeView *view, KeyValues *data, Panel *parent ); 13 | ~CSheet_MComp(); 14 | 15 | virtual const char *GetSheetTitle(){return"Matrix compose";}; 16 | 17 | MESSAGE_FUNC( OnResetData, "ResetData" ); 18 | MESSAGE_FUNC( OnApplyChanges, "ApplyChanges" ); 19 | 20 | private: 21 | 22 | ComboBox *m_pCBox_MType; 23 | CheckButton *m_pCheck_Columns; 24 | }; 25 | 26 | 27 | #endif -------------------------------------------------------------------------------- /src/shadereditor/properties/vsheet_loop.h: -------------------------------------------------------------------------------- 1 | #ifndef CSHEET_LOOP_H 2 | #define CSHEET_LOOP_H 3 | 4 | #include "vSheets.h" 5 | 6 | 7 | class CSheet_Loop : public CSheet_Base 8 | { 9 | public: 10 | DECLARE_CLASS_SIMPLE( CSheet_Loop, CSheet_Base ); 11 | 12 | CSheet_Loop(CBaseNode *pNode, CNodeView *view, KeyValues *data, Panel *parent ); 13 | ~CSheet_Loop(); 14 | 15 | virtual const char *GetSheetTitle(){return"Loop";}; 16 | 17 | MESSAGE_FUNC( OnResetData, "ResetData" ); 18 | MESSAGE_FUNC( OnApplyChanges, "ApplyChanges" ); 19 | 20 | private: 21 | 22 | ComboBox *m_pCBox_Condition; 23 | TextEntry *m_pText_Start; 24 | TextEntry *m_pText_End; 25 | }; 26 | 27 | 28 | #endif -------------------------------------------------------------------------------- /src/shadereditor/properties/vsheet_stdskinning.h: -------------------------------------------------------------------------------- 1 | #ifndef CSHEET_STD_SKINNING_H 2 | #define CSHEET_STD_SKINNING_H 3 | 4 | #include "vSheets.h" 5 | 6 | 7 | class CSheet_Std_Skinning : public CSheet_Base 8 | { 9 | public: 10 | DECLARE_CLASS_SIMPLE( CSheet_Std_Skinning, CSheet_Base ); 11 | 12 | CSheet_Std_Skinning(CBaseNode *pNode, CNodeView *view, KeyValues *data, Panel *parent ); 13 | ~CSheet_Std_Skinning(); 14 | 15 | //virtual const char *GetSheetTitle(){return"Skinning/ Morph";}; 16 | 17 | MESSAGE_FUNC( OnResetData, "ResetData" ); 18 | MESSAGE_FUNC( OnApplyChanges, "ApplyChanges" ); 19 | 20 | private: 21 | 22 | ComboBox *m_pCBoxMode; 23 | }; 24 | 25 | 26 | #endif -------------------------------------------------------------------------------- /src/shadereditor/properties/vsheet_comment.h: -------------------------------------------------------------------------------- 1 | #ifndef CSHEET_COMMENT_H 2 | #define CSHEET_COMMENT_H 3 | 4 | #include "vSheets.h" 5 | 6 | 7 | class CSheet_Comment : public CSheet_Base 8 | { 9 | public: 10 | DECLARE_CLASS_SIMPLE( CSheet_Comment, CSheet_Base ); 11 | 12 | CSheet_Comment(CBaseNode *pNode, CNodeView *view, KeyValues *data, Panel *parent ); 13 | ~CSheet_Comment(); 14 | 15 | virtual const char *GetSheetTitle(){return"Group";}; 16 | 17 | void OnCommand( const char *cmd ); 18 | 19 | MESSAGE_FUNC( OnResetData, "ResetData" ); 20 | MESSAGE_FUNC( OnApplyChanges, "ApplyChanges" ); 21 | 22 | private: 23 | 24 | TextEntry *m_pText_Values; 25 | }; 26 | 27 | 28 | #endif -------------------------------------------------------------------------------- /src/shadereditor/properties/vsheet_swizzle.h: -------------------------------------------------------------------------------- 1 | #ifndef CSHEET_SWIZZLE_H 2 | #define CSHEET_SWIZZLE_H 3 | 4 | #include "vSheets.h" 5 | 6 | 7 | class CSheet_Swizzle : public CSheet_Base 8 | { 9 | public: 10 | DECLARE_CLASS_SIMPLE( CSheet_Swizzle, CSheet_Base ); 11 | 12 | CSheet_Swizzle(CBaseNode *pNode, CNodeView *view, KeyValues *data, Panel *parent ); 13 | ~CSheet_Swizzle(); 14 | 15 | virtual const char *GetSheetTitle(){return"Swizzle";}; 16 | 17 | MESSAGE_FUNC( OnResetData, "ResetData" ); 18 | MESSAGE_FUNC( OnApplyChanges, "ApplyChanges" ); 19 | 20 | void OnCommand( const char *cmd ); 21 | 22 | private: 23 | 24 | TextEntry *m_pText_Values; 25 | }; 26 | 27 | 28 | #endif -------------------------------------------------------------------------------- /src/shadereditor/solver/chlsl_solver_multiply.h: -------------------------------------------------------------------------------- 1 | #ifndef CHLSL_SOLVER_MULTIPLY_H 2 | #define CHLSL_SOLVER_MULTIPLY_H 3 | 4 | #include "editorcommon.h" 5 | 6 | class CHLSL_Solver_Multiply : public CHLSL_SolverBase 7 | { 8 | public: 9 | CHLSL_Solver_Multiply( HNODE nodeidx ) : CHLSL_SolverBase( nodeidx ) {}; 10 | CHLSL_SolverBase *Copy(){ 11 | return new CHLSL_Solver_Multiply( *this ); }; 12 | 13 | void SetMatrixRotationOnly( bool b ){ 14 | m_bMatrixRotationOnly = b; }; 15 | 16 | protected: 17 | virtual void OnWriteFXC( bool bIsPixelShader, WriteContext_FXC &context ); 18 | virtual void Render( Preview2DContext &c ); 19 | 20 | bool m_bMatrixRotationOnly; 21 | }; 22 | 23 | #endif -------------------------------------------------------------------------------- /src/shadereditor/properties/vsheet_vcompression.h: -------------------------------------------------------------------------------- 1 | #ifndef CSHEET_VCOMPRESSION_H 2 | #define CSHEET_VCOMPRESSION_H 3 | 4 | #include "vSheets.h" 5 | 6 | 7 | class CSheet_VCompression : public CSheet_Base 8 | { 9 | public: 10 | DECLARE_CLASS_SIMPLE( CSheet_VCompression, CSheet_Base ); 11 | 12 | CSheet_VCompression(CBaseNode *pNode, CNodeView *view, KeyValues *data, Panel *parent ); 13 | ~CSheet_VCompression(); 14 | 15 | virtual const char *GetSheetTitle(){return"Vertex decompress";}; 16 | 17 | MESSAGE_FUNC( OnResetData, "ResetData" ); 18 | MESSAGE_FUNC( OnApplyChanges, "ApplyChanges" ); 19 | 20 | private: 21 | 22 | ComboBox *m_pCBox_CompressionModes; 23 | }; 24 | 25 | 26 | #endif -------------------------------------------------------------------------------- /src/shadereditor/solver/chlsl_solver_lightscale.h: -------------------------------------------------------------------------------- 1 | #ifndef CHLSL_SOLVER_LIGHTSCALE_H 2 | #define CHLSL_SOLVER_LIGHTSCALE_H 3 | 4 | #include "editorcommon.h" 5 | 6 | class CHLSL_Solver_Lightscale : public CHLSL_SolverBase 7 | { 8 | public: 9 | CHLSL_Solver_Lightscale( HNODE nodeidx ) : CHLSL_SolverBase( nodeidx ) {}; 10 | CHLSL_SolverBase *Copy(){ 11 | return new CHLSL_Solver_Lightscale( *this ); }; 12 | 13 | void SetState( int lscaletype ); 14 | 15 | protected: 16 | virtual void OnVarInit( const WriteContext_FXC &context ); 17 | virtual void Render( Preview2DContext &c ); 18 | virtual void OnIdentifierAlloc( IdentifierLists_t &List ); 19 | 20 | int m_iLightScale; 21 | }; 22 | 23 | #endif -------------------------------------------------------------------------------- /src/shadereditor/properties/vsheet_stdpspeclight.h: -------------------------------------------------------------------------------- 1 | #ifndef CSHEET_STD_PSPECLIGHT_H 2 | #define CSHEET_STD_PSPECLIGHT_H 3 | 4 | #include "vSheets.h" 5 | 6 | 7 | class CSheet_Std_PSpecLight : public CSheet_Base 8 | { 9 | public: 10 | DECLARE_CLASS_SIMPLE( CSheet_Std_PSpecLight, CSheet_Base ); 11 | 12 | CSheet_Std_PSpecLight(CBaseNode *pNode, CNodeView *view, KeyValues *data, Panel *parent ); 13 | ~CSheet_Std_PSpecLight(); 14 | 15 | virtual const char *GetSheetTitle(){return"Pixelshader specular";}; 16 | 17 | MESSAGE_FUNC( OnResetData, "ResetData" ); 18 | MESSAGE_FUNC( OnApplyChanges, "ApplyChanges" ); 19 | 20 | private: 21 | 22 | CheckButton *m_pCheck_AOTerm; 23 | }; 24 | 25 | 26 | #endif -------------------------------------------------------------------------------- /src/materialsystem/procshader/colorpicker_blend_ps20.fxc: -------------------------------------------------------------------------------- 1 | // Includes 2 | #include "common_ps_fxc.h" 3 | 4 | const float3 color_00 : register( c0 ); 5 | const float3 color_10 : register( c1 ); 6 | const float3 color_11 : register( c2 ); 7 | const float3 color_01 : register( c3 ); 8 | 9 | struct PS_INPUT 10 | { 11 | float2 vTexCoord_0 : TEXCOORD0; 12 | float3 vNormal : TEXCOORD1; 13 | }; 14 | 15 | // Entry point 16 | float4 main( const PS_INPUT In ) : COLOR 17 | { 18 | float3 color; 19 | 20 | color = lerp( 21 | lerp( color_00, color_10, In.vTexCoord_0.x ), 22 | lerp( color_01, color_11, In.vTexCoord_0.x ), 23 | In.vTexCoord_0.y 24 | ); 25 | 26 | return float4( color, 1 ); 27 | } -------------------------------------------------------------------------------- /src/materialsystem/procshader/prev_vs20.fxc: -------------------------------------------------------------------------------- 1 | // Includes 2 | #include "common_vs_fxc.h" 3 | 4 | // Semantic structures 5 | struct VS_INPUT 6 | { 7 | float3 vPos : POSITION; 8 | float2 vTexCoord : TEXCOORD0; 9 | float3 vNormal : NORMAL; 10 | }; 11 | 12 | struct VS_OUTPUT 13 | { 14 | float4 vProjPos : POSITION; 15 | float2 vTexCoord : TEXCOORD0; 16 | float3 vNormal : TEXCOORD1; 17 | }; 18 | 19 | // Entry point 20 | VS_OUTPUT main( const VS_INPUT In ) 21 | { 22 | VS_OUTPUT Out; 23 | //Out.vProjPos = mul( float4( In.vPos, 1.0f ), cViewProj ); 24 | Out.vProjPos = float4( In.vPos, 1.0f ); 25 | 26 | Out.vTexCoord = In.vTexCoord; 27 | Out.vNormal = -In.vNormal; 28 | return Out; 29 | } -------------------------------------------------------------------------------- /src/shadereditor/nodes/postprocessing/vnode_pp_rt.h: -------------------------------------------------------------------------------- 1 | #ifndef CNODE_PP_RT_H 2 | #define CNODE_PP_RT_H 3 | 4 | #include 5 | 6 | class CNodePP_RT : public CNodePP_Base 7 | { 8 | DECLARE_CLASS( CNodePP_RT, CNodePP_Base ); 9 | public: 10 | 11 | CNodePP_RT( CNodeView *p ); 12 | ~CNodePP_RT(); 13 | 14 | virtual int GetNodeType(){ return HLSLNODE_POSTPROCESSING_CREATE_RT; }; 15 | virtual int UpdateInputsValid(); 16 | 17 | virtual KeyValues *AllocateKeyValues( int NodeIndex ); 18 | virtual void RestoreFromKeyValues_Specific( KeyValues *pKV ); 19 | 20 | private: 21 | virtual bool CreateSolvers(GenericShaderData *ShaderData); 22 | 23 | char m_szRTName[RT_NAME_MAX]; 24 | }; 25 | 26 | #endif -------------------------------------------------------------------------------- /src/shadereditor/solver/chlsl_solver_textransform.h: -------------------------------------------------------------------------------- 1 | #ifndef CHLSL_SOLVER_TEXTRANSFORM_H 2 | #define CHLSL_SOLVER_TEXTRANSFORM_H 3 | 4 | #include "editorcommon.h" 5 | 6 | class CHLSL_Solver_TexTransform : public CHLSL_SolverBase 7 | { 8 | public: 9 | CHLSL_Solver_TexTransform( HNODE nodeidx ) : CHLSL_SolverBase( nodeidx ) {}; 10 | CHLSL_SolverBase *Copy(){ 11 | return new CHLSL_Solver_TexTransform( *this ); }; 12 | 13 | protected: 14 | virtual void OnWriteFXC( bool bIsPixelShader, WriteContext_FXC &context ); 15 | virtual void Render( Preview2DContext &c ); 16 | 17 | public: 18 | bool bEnable_Center; 19 | bool bEnable_Rot; 20 | bool bEnable_Scale; 21 | bool bEnable_Trans; 22 | }; 23 | 24 | #endif -------------------------------------------------------------------------------- /src/vpc_scripts/source_exe_con_win32_base.vpc: -------------------------------------------------------------------------------- 1 | //----------------------------------------------------------------------------- 2 | // SOURCE_EXE_CON_WIN32_BASE.VPC 3 | // 4 | // Base Settings for all Source(TM) Projects 5 | //----------------------------------------------------------------------------- 6 | 7 | $IgnoreRedundancyWarning "ON" 8 | $MacroRequired "SRCDIR" 9 | $MacroRequired "OUTBINDIR" 10 | $MacroRequired "PLATSUBDIR" 11 | 12 | 13 | $Include "$SRCDIR\vpc_scripts\source_exe_win_win32_base.vpc" 14 | 15 | $Configuration 16 | { 17 | $General 18 | { 19 | $TargetName "$OUTBINNAME" 20 | } 21 | 22 | $Linker 23 | { 24 | $SubSystem "Console (/SUBSYSTEM:CONSOLE)" 25 | } 26 | } 27 | -------------------------------------------------------------------------------- /src/shadereditor/chlsl_image.h: -------------------------------------------------------------------------------- 1 | #ifndef CHLSL_IMAGE_H 2 | #define CHLSL_IMAGE_H 3 | 4 | #include "vtf/vtf.h" 5 | #include "editorCommon.h" 6 | 7 | class CHLSL_Image 8 | { 9 | public: 10 | 11 | CHLSL_Image(); 12 | ~CHLSL_Image(); 13 | 14 | void DestroyImage(); 15 | bool LoadFromVTF( const char *path ); 16 | 17 | bool IsEnvmap(){ return bEnvmap; }; 18 | IVTFTexture *GetVTF(){return pVtf;}; 19 | 20 | void InitProceduralMaterial(); 21 | void DestroyProceduralMaterial(); 22 | 23 | static void CreateScreenshot( CNodeView *n, const char *filepath ); 24 | 25 | private: 26 | IVTFTexture *pVtf; 27 | bool bEnvmap; 28 | 29 | IMaterial *pProcMat; 30 | KeyValues *pKVM; 31 | }; 32 | 33 | 34 | 35 | #endif -------------------------------------------------------------------------------- /src/shadereditor/solver/chlsl_solver_final.h: -------------------------------------------------------------------------------- 1 | #ifndef CHLSL_SOLVER_FINAL_H 2 | #define CHLSL_SOLVER_FINAL_H 3 | 4 | #include "editorcommon.h" 5 | 6 | class CHLSL_Solver_Final : public CHLSL_SolverBase 7 | { 8 | public: 9 | CHLSL_Solver_Final( HNODE nodeidx ) : CHLSL_SolverBase( nodeidx ) {}; 10 | CHLSL_SolverBase *Copy(){ 11 | return new CHLSL_Solver_Final( *this ); }; 12 | 13 | virtual void SetState( int t, bool wd ); 14 | 15 | protected: 16 | virtual void OnWriteFXC( bool bIsPixelShader, WriteContext_FXC &context ); 17 | virtual void Render( Preview2DContext &c ); 18 | virtual void OnIdentifierAlloc( IdentifierLists_t &List ); 19 | 20 | int iTonemap; 21 | bool bWriteDepth; 22 | }; 23 | 24 | #endif -------------------------------------------------------------------------------- /src/shadereditor/properties/vsheet_combo.h: -------------------------------------------------------------------------------- 1 | #ifndef CSHEET_COMBO_H 2 | #define CSHEET_COMBO_H 3 | 4 | #include "vSheets.h" 5 | 6 | 7 | class CSheet_Combo : public CSheet_Base 8 | { 9 | public: 10 | DECLARE_CLASS_SIMPLE( CSheet_Combo, CSheet_Base ); 11 | 12 | CSheet_Combo(CBaseNode *pNode, CNodeView *view, KeyValues *data, Panel *parent ); 13 | ~CSheet_Combo(); 14 | 15 | virtual const char *GetSheetTitle(){return"Combo";}; 16 | 17 | MESSAGE_FUNC( OnResetData, "ResetData" ); 18 | MESSAGE_FUNC( OnApplyChanges, "ApplyChanges" ); 19 | 20 | private: 21 | 22 | ComboBox *m_pCBox_Condition; 23 | TextEntry *m_pText_ComboName; 24 | TextEntry *m_pText_ComboVar; 25 | CheckButton *m_pCheck_Static; 26 | }; 27 | 28 | 29 | #endif -------------------------------------------------------------------------------- /src/vpc_scripts/source_lib_linux_base.vpc: -------------------------------------------------------------------------------- 1 | $Macro IS_LIB_PROJECT "1" 2 | $Include "$SRCDIR\vpc_scripts\source_linux_base_project.vpc" 3 | $MacroRequired "OUTLIBNAME" "$PROJECTNAME" 4 | 5 | $Configuration 6 | { 7 | $Compiler 8 | { 9 | $PreprocessorDefinitions "$BASE;LIBNAME=$OUTLIBNAME" 10 | $PreprocessorDefinitions "$BASE;RAD_TELEMETRY_DISABLED" [$SOURCESDK] 11 | } 12 | 13 | $General 14 | { 15 | $ConfigurationType "Static Library (.lib)" 16 | } 17 | 18 | $Linker 19 | { 20 | $OutputFile "$OUTLIBDIR/$OUTLIBNAME$_STATICLIB_EXT" 21 | } 22 | } 23 | 24 | $Project 25 | { 26 | $Folder "Source Files" 27 | { 28 | $File "$SRCDIR\common\debug_lib_check.cpp" [!$SOURCESDK] 29 | } 30 | } 31 | 32 | -------------------------------------------------------------------------------- /game/shadereditorui/shader_src/swarm_test_vs30.fxc: -------------------------------------------------------------------------------- 1 | // ********************************* 2 | // ** auto generated vertexshader ** 3 | // ********************************* 4 | 5 | // Includes 6 | #include "common_vs_fxc.h" 7 | 8 | 9 | // Semantic structures 10 | struct VS_INPUT 11 | { 12 | float3 vPos : POSITION; 13 | float2 vTexCoord_0 : TEXCOORD0; 14 | }; 15 | 16 | struct VS_OUTPUT 17 | { 18 | float4 vProjPos : POSITION; 19 | float2 vTexCoord_0 : TEXCOORD0; 20 | }; 21 | 22 | // Entry point 23 | VS_OUTPUT main( const VS_INPUT In ) 24 | { 25 | VS_OUTPUT Out; 26 | float4 _var0 = float4( In.vPos.x, In.vPos.y, In.vPos.z, 1.000000 ); 27 | Out.vProjPos = _var0; 28 | Out.vTexCoord_0 = In.vTexCoord_0; 29 | return Out; 30 | } -------------------------------------------------------------------------------- /src/shadereditor/solver/chlsl_solver_envc.h: -------------------------------------------------------------------------------- 1 | #ifndef CHLSL_SOLVER_TIME_H 2 | #define CHLSL_SOLVER_TIME_H 3 | 4 | #include "editorcommon.h" 5 | 6 | class CHLSL_Solver_EnvC : public CHLSL_SolverBase 7 | { 8 | public: 9 | CHLSL_Solver_EnvC( HNODE nodeidx ); 10 | CHLSL_SolverBase *Copy(){ 11 | return new CHLSL_Solver_EnvC( *this ); }; 12 | 13 | void SetEnvironmentConstantIndex( int i, float val0 ){ 14 | m_iEnvCID = i; 15 | m_flSmartVal0 = val0; 16 | }; 17 | 18 | protected: 19 | virtual void OnVarInit( const WriteContext_FXC &context ); 20 | virtual void Render( Preview2DContext &c ); 21 | virtual void OnIdentifierAlloc( IdentifierLists_t &List ); 22 | 23 | int m_iEnvCID; 24 | float m_flSmartVal0; 25 | }; 26 | 27 | #endif -------------------------------------------------------------------------------- /src/shadereditor/solver/chlsl_solver_swizzle.h: -------------------------------------------------------------------------------- 1 | #ifndef CHLSL_SOLVER_SWIZZLE_H 2 | #define CHLSL_SOLVER_SWIZZLE_H 3 | 4 | #include "editorcommon.h" 5 | 6 | class CHLSL_Solver_Swizzle : public CHLSL_SolverBase 7 | { 8 | public: 9 | CHLSL_Solver_Swizzle( HNODE nodeidx ); 10 | CHLSL_SolverBase *Copy(); 11 | CHLSL_Solver_Swizzle( const CHLSL_Solver_Swizzle& o ); 12 | 13 | void SetComponentInfo( const TokenChannels_t &info ); 14 | //void SetTargetSize( int s ); 15 | 16 | protected: 17 | virtual void OnWriteFXC( bool bIsPixelShader, WriteContext_FXC &context ); 18 | virtual void Render( Preview2DContext &c ); 19 | 20 | //int iCompOrder[4]; 21 | //int targetSize; 22 | 23 | TokenChannels_t m_SwizzleData; 24 | }; 25 | 26 | #endif -------------------------------------------------------------------------------- /src/shadereditor/solver/chlsl_solver_vcompression.h: -------------------------------------------------------------------------------- 1 | #ifndef CHLSL_SOLVER_VCOMPRESSION_H 2 | #define CHLSL_SOLVER_VCOMPRESSION_H 3 | 4 | #include "editorcommon.h" 5 | 6 | class CHLSL_Solver_VCompression : public CHLSL_SolverBase 7 | { 8 | public: 9 | CHLSL_Solver_VCompression( HNODE nodeidx ) : CHLSL_SolverBase( nodeidx ) {}; 10 | CHLSL_SolverBase *Copy(){ 11 | return new CHLSL_Solver_VCompression( *this ); }; 12 | 13 | virtual bool IsRenderable(){ return false; }; 14 | 15 | void SetCompressionType( int type ); 16 | 17 | protected: 18 | virtual void OnWriteFXC( bool bIsPixelShader, WriteContext_FXC &context ); 19 | virtual void OnIdentifierAlloc( IdentifierLists_t &List ); 20 | 21 | int m_iType; 22 | }; 23 | 24 | 25 | #endif -------------------------------------------------------------------------------- /game/shadereditorui/shader_src/ssao_calc_vs30.fxc: -------------------------------------------------------------------------------- 1 | // ********************************* 2 | // ** auto generated vertexshader ** 3 | // ********************************* 4 | 5 | 6 | // Includes 7 | #include "common_vs_fxc.h" 8 | 9 | 10 | // Semantic structures 11 | struct VS_INPUT 12 | { 13 | float3 vPos : POSITION; 14 | float2 vTexCoord_0 : TEXCOORD0; 15 | }; 16 | 17 | struct VS_OUTPUT 18 | { 19 | float4 vProjPos : POSITION; 20 | float2 vTexCoord_0 : TEXCOORD0; 21 | }; 22 | 23 | // Entry point 24 | VS_OUTPUT main( const VS_INPUT In ) 25 | { 26 | VS_OUTPUT Out; 27 | float4 _var0 = float4( In.vPos.x, In.vPos.y, In.vPos.z, 1.000000 ); 28 | Out.vProjPos = _var0; 29 | Out.vTexCoord_0 = In.vTexCoord_0; 30 | return Out; 31 | } -------------------------------------------------------------------------------- /game/shadereditorui/shader_src/ssao_fxaa_vs30.fxc: -------------------------------------------------------------------------------- 1 | // ********************************* 2 | // ** auto generated vertexshader ** 3 | // ********************************* 4 | 5 | 6 | // Includes 7 | #include "common_vs_fxc.h" 8 | 9 | 10 | // Semantic structures 11 | struct VS_INPUT 12 | { 13 | float3 vPos : POSITION; 14 | float2 vTexCoord_0 : TEXCOORD0; 15 | }; 16 | 17 | struct VS_OUTPUT 18 | { 19 | float4 vProjPos : POSITION; 20 | float2 vTexCoord_0 : TEXCOORD0; 21 | }; 22 | 23 | // Entry point 24 | VS_OUTPUT main( const VS_INPUT In ) 25 | { 26 | VS_OUTPUT Out; 27 | float4 _var0 = float4( In.vPos.x, In.vPos.y, In.vPos.z, 1.000000 ); 28 | Out.vProjPos = _var0; 29 | Out.vTexCoord_0 = In.vTexCoord_0; 30 | return Out; 31 | } -------------------------------------------------------------------------------- /src/shadereditor/properties/vsheet_base.cpp: -------------------------------------------------------------------------------- 1 | 2 | #include "cbase.h" 3 | #include "vSheets.h" 4 | 5 | 6 | CSheet_Base::CSheet_Base(CBaseNode *pNode, CNodeView *view, KeyValues *data, Panel *parent ) : PropertyPage( parent, "" ) 7 | { 8 | n = pNode; 9 | pData = data; 10 | pView = view; 11 | szDynamicTitle = NULL; 12 | } 13 | CSheet_Base::~CSheet_Base() 14 | { 15 | delete [] szDynamicTitle; 16 | } 17 | 18 | CBaseNode *CSheet_Base::GetNode() 19 | { 20 | return n; 21 | } 22 | KeyValues *CSheet_Base::GetData() 23 | { 24 | return pData; 25 | } 26 | 27 | void CSheet_Base::SetDynamicTitle( const char *name ) 28 | { 29 | delete [] szDynamicTitle; 30 | szDynamicTitle = new char[Q_strlen(name)+1]; 31 | Q_strcpy( szDynamicTitle, name ); 32 | } -------------------------------------------------------------------------------- /game/shadereditorui/shader_src/downsample_4_vs30.fxc: -------------------------------------------------------------------------------- 1 | // ********************************* 2 | // ** auto generated vertexshader ** 3 | // ********************************* 4 | 5 | 6 | // Includes 7 | #include "common_vs_fxc.h" 8 | 9 | 10 | // Semantic structures 11 | struct VS_INPUT 12 | { 13 | float3 vPos : POSITION; 14 | float2 vTexCoord_0 : TEXCOORD0; 15 | }; 16 | 17 | struct VS_OUTPUT 18 | { 19 | float4 vProjPos : POSITION; 20 | float2 vTexCoord_0 : TEXCOORD0; 21 | }; 22 | 23 | // Entry point 24 | VS_OUTPUT main( const VS_INPUT In ) 25 | { 26 | VS_OUTPUT Out; 27 | float4 _var0 = float4( In.vPos.x, In.vPos.y, In.vPos.z, 1.000000 ); 28 | Out.vProjPos = _var0; 29 | Out.vTexCoord_0 = In.vTexCoord_0; 30 | return Out; 31 | } -------------------------------------------------------------------------------- /game/shadereditorui/shader_src/gauss_blur_5_x_vs30.fxc: -------------------------------------------------------------------------------- 1 | // ********************************* 2 | // ** auto generated vertexshader ** 3 | // ********************************* 4 | 5 | 6 | // Includes 7 | #include "common_vs_fxc.h" 8 | 9 | 10 | // Semantic structures 11 | struct VS_INPUT 12 | { 13 | float3 vPos : POSITION; 14 | float2 vTexCoord_0 : TEXCOORD0; 15 | }; 16 | 17 | struct VS_OUTPUT 18 | { 19 | float4 vProjPos : POSITION; 20 | float2 vTexCoord_0 : TEXCOORD0; 21 | }; 22 | 23 | // Entry point 24 | VS_OUTPUT main( const VS_INPUT In ) 25 | { 26 | VS_OUTPUT Out; 27 | float4 _var0 = float4( In.vPos.x, In.vPos.y, In.vPos.z, 1.000000 ); 28 | Out.vProjPos = _var0; 29 | Out.vTexCoord_0 = In.vTexCoord_0; 30 | return Out; 31 | } -------------------------------------------------------------------------------- /game/shadereditorui/shader_src/gauss_blur_5_y_vs30.fxc: -------------------------------------------------------------------------------- 1 | // ********************************* 2 | // ** auto generated vertexshader ** 3 | // ********************************* 4 | 5 | 6 | // Includes 7 | #include "common_vs_fxc.h" 8 | 9 | 10 | // Semantic structures 11 | struct VS_INPUT 12 | { 13 | float3 vPos : POSITION; 14 | float2 vTexCoord_0 : TEXCOORD0; 15 | }; 16 | 17 | struct VS_OUTPUT 18 | { 19 | float4 vProjPos : POSITION; 20 | float2 vTexCoord_0 : TEXCOORD0; 21 | }; 22 | 23 | // Entry point 24 | VS_OUTPUT main( const VS_INPUT In ) 25 | { 26 | VS_OUTPUT Out; 27 | float4 _var0 = float4( In.vPos.x, In.vPos.y, In.vPos.z, 1.000000 ); 28 | Out.vProjPos = _var0; 29 | Out.vTexCoord_0 = In.vTexCoord_0; 30 | return Out; 31 | } -------------------------------------------------------------------------------- /game/shadereditorui/shader_src/ssao_combine_vs30.fxc: -------------------------------------------------------------------------------- 1 | // ********************************* 2 | // ** auto generated vertexshader ** 3 | // ********************************* 4 | 5 | 6 | // Includes 7 | #include "common_vs_fxc.h" 8 | 9 | 10 | // Semantic structures 11 | struct VS_INPUT 12 | { 13 | float3 vPos : POSITION; 14 | float2 vTexCoord_0 : TEXCOORD0; 15 | }; 16 | 17 | struct VS_OUTPUT 18 | { 19 | float4 vProjPos : POSITION; 20 | float2 vTexCoord_0 : TEXCOORD0; 21 | }; 22 | 23 | // Entry point 24 | VS_OUTPUT main( const VS_INPUT In ) 25 | { 26 | VS_OUTPUT Out; 27 | float4 _var0 = float4( In.vPos.x, In.vPos.y, In.vPos.z, 1.000000 ); 28 | Out.vProjPos = _var0; 29 | Out.vTexCoord_0 = In.vTexCoord_0; 30 | return Out; 31 | } -------------------------------------------------------------------------------- /game/shadereditorui/shader_src/sunrays_calc_vs30.fxc: -------------------------------------------------------------------------------- 1 | // ********************************* 2 | // ** auto generated vertexshader ** 3 | // ********************************* 4 | 5 | 6 | // Includes 7 | #include "common_vs_fxc.h" 8 | 9 | 10 | // Semantic structures 11 | struct VS_INPUT 12 | { 13 | float3 vPos : POSITION; 14 | float2 vTexCoord_0 : TEXCOORD0; 15 | }; 16 | 17 | struct VS_OUTPUT 18 | { 19 | float4 vProjPos : POSITION; 20 | float2 vTexCoord_0 : TEXCOORD0; 21 | }; 22 | 23 | // Entry point 24 | VS_OUTPUT main( const VS_INPUT In ) 25 | { 26 | VS_OUTPUT Out; 27 | float4 _var0 = float4( In.vPos.x, In.vPos.y, In.vPos.z, 1.000000 ); 28 | Out.vProjPos = _var0; 29 | Out.vTexCoord_0 = In.vTexCoord_0; 30 | return Out; 31 | } -------------------------------------------------------------------------------- /src/shadereditor/nodes/vnode_multiply.h: -------------------------------------------------------------------------------- 1 | #ifndef CNODEMULTIPLY_H 2 | #define CNODEMULTIPLY_H 3 | 4 | #include "vBaseNode.h" 5 | 6 | class CNodeMultiply : public CBaseNode 7 | { 8 | DECLARE_CLASS( CNodeMultiply, CBaseNode ); 9 | 10 | public: 11 | 12 | CNodeMultiply( CNodeView *p ); 13 | ~CNodeMultiply(); 14 | 15 | virtual int GetNodeType(){ return HLSLNODE_MATH_MULTIPLY; }; 16 | 17 | virtual int UpdateInputsValid(); 18 | virtual void UpdateOutputs(); 19 | 20 | virtual KeyValues *AllocateKeyValues( int NodeIndex ); 21 | virtual void RestoreFromKeyValues_Specific( KeyValues *pKV ); 22 | 23 | private: 24 | virtual bool CreateSolvers(GenericShaderData *ShaderData); 25 | 26 | bool m_bMatrixRotation; 27 | 28 | }; 29 | 30 | 31 | #endif -------------------------------------------------------------------------------- /game/shadereditorui/shader_src/basetexture_accum_vs30.fxc: -------------------------------------------------------------------------------- 1 | // ********************************* 2 | // ** auto generated vertexshader ** 3 | // ********************************* 4 | 5 | 6 | // Includes 7 | #include "common_vs_fxc.h" 8 | 9 | 10 | // Semantic structures 11 | struct VS_INPUT 12 | { 13 | float3 vPos : POSITION; 14 | float2 vTexCoord_0 : TEXCOORD0; 15 | }; 16 | 17 | struct VS_OUTPUT 18 | { 19 | float4 vProjPos : POSITION; 20 | float2 vTexCoord_0 : TEXCOORD0; 21 | }; 22 | 23 | // Entry point 24 | VS_OUTPUT main( const VS_INPUT In ) 25 | { 26 | VS_OUTPUT Out; 27 | float4 _var0 = float4( In.vPos.x, In.vPos.y, In.vPos.z, 1.000000 ); 28 | Out.vProjPos = _var0; 29 | Out.vTexCoord_0 = In.vTexCoord_0; 30 | return Out; 31 | } -------------------------------------------------------------------------------- /game/shadereditorui/shader_src/basetexture_blend_vs30.fxc: -------------------------------------------------------------------------------- 1 | // ********************************* 2 | // ** auto generated vertexshader ** 3 | // ********************************* 4 | 5 | 6 | // Includes 7 | #include "common_vs_fxc.h" 8 | 9 | 10 | // Semantic structures 11 | struct VS_INPUT 12 | { 13 | float3 vPos : POSITION; 14 | float2 vTexCoord_0 : TEXCOORD0; 15 | }; 16 | 17 | struct VS_OUTPUT 18 | { 19 | float4 vProjPos : POSITION; 20 | float2 vTexCoord_0 : TEXCOORD0; 21 | }; 22 | 23 | // Entry point 24 | VS_OUTPUT main( const VS_INPUT In ) 25 | { 26 | VS_OUTPUT Out; 27 | float4 _var0 = float4( In.vPos.x, In.vPos.y, In.vPos.z, 1.000000 ); 28 | Out.vProjPos = _var0; 29 | Out.vTexCoord_0 = In.vTexCoord_0; 30 | return Out; 31 | } -------------------------------------------------------------------------------- /game/shadereditorui/shader_src/gauss_blur_half_3_x_vs30.fxc: -------------------------------------------------------------------------------- 1 | // ********************************* 2 | // ** auto generated vertexshader ** 3 | // ********************************* 4 | 5 | 6 | // Includes 7 | #include "common_vs_fxc.h" 8 | 9 | 10 | // Semantic structures 11 | struct VS_INPUT 12 | { 13 | float3 vPos : POSITION; 14 | float2 vTexCoord_0 : TEXCOORD0; 15 | }; 16 | 17 | struct VS_OUTPUT 18 | { 19 | float4 vProjPos : POSITION; 20 | float2 vTexCoord_0 : TEXCOORD0; 21 | }; 22 | 23 | // Entry point 24 | VS_OUTPUT main( const VS_INPUT In ) 25 | { 26 | VS_OUTPUT Out; 27 | float4 _var0 = float4( In.vPos.x, In.vPos.y, In.vPos.z, 1.000000 ); 28 | Out.vProjPos = _var0; 29 | Out.vTexCoord_0 = In.vTexCoord_0; 30 | return Out; 31 | } -------------------------------------------------------------------------------- /game/shadereditorui/shader_src/gauss_blur_half_3_y_vs30.fxc: -------------------------------------------------------------------------------- 1 | // ********************************* 2 | // ** auto generated vertexshader ** 3 | // ********************************* 4 | 5 | 6 | // Includes 7 | #include "common_vs_fxc.h" 8 | 9 | 10 | // Semantic structures 11 | struct VS_INPUT 12 | { 13 | float3 vPos : POSITION; 14 | float2 vTexCoord_0 : TEXCOORD0; 15 | }; 16 | 17 | struct VS_OUTPUT 18 | { 19 | float4 vProjPos : POSITION; 20 | float2 vTexCoord_0 : TEXCOORD0; 21 | }; 22 | 23 | // Entry point 24 | VS_OUTPUT main( const VS_INPUT In ) 25 | { 26 | VS_OUTPUT Out; 27 | float4 _var0 = float4( In.vPos.x, In.vPos.y, In.vPos.z, 1.000000 ); 28 | Out.vProjPos = _var0; 29 | Out.vTexCoord_0 = In.vTexCoord_0; 30 | return Out; 31 | } -------------------------------------------------------------------------------- /src/materialsystem/procshader/buildeditorshaders.bat: -------------------------------------------------------------------------------- 1 | @echo off 2 | setlocal 3 | 4 | rem ================================ 5 | rem ==== MOD PATH CONFIGURATIONS === 6 | 7 | rem == Set the absolute path to your mod's game directory here == 8 | set GAMEDIR="%cd%\..\..\..\game" 9 | 10 | rem == Set the relative or absolute path to Source SDK Base 2013 Singleplayer\bin == 11 | set SDKBINDIR="D:\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\bin" 12 | 13 | rem == Set the Path to your mod's root source code == 14 | rem This should already be correct, accepts relative paths only! 15 | set SOURCEDIR=..\.. 16 | 17 | rem ==== MOD PATH CONFIGURATIONS END === 18 | rem ==================================== 19 | 20 | 21 | call buildsdkshaders.bat 22 | -------------------------------------------------------------------------------- /src/shadereditor/nodes/vnode_final.h: -------------------------------------------------------------------------------- 1 | #ifndef CNODE_FINAL_H 2 | #define CNODE_FINAL_H 3 | 4 | #include "vBaseNode.h" 5 | 6 | class CNodeFinal : public CBaseNode 7 | { 8 | DECLARE_CLASS( CNodeFinal, CBaseNode ); 9 | 10 | public: 11 | 12 | CNodeFinal( CNodeView *p ); 13 | ~CNodeFinal(); 14 | 15 | virtual int GetNodeType(){ return HLSLNODE_UTILITY_FINAL; }; 16 | 17 | virtual void UpdateNode(); 18 | 19 | virtual void SetState( int t, bool wd ); 20 | 21 | virtual KeyValues *AllocateKeyValues( int NodeIndex ); 22 | virtual void RestoreFromKeyValues_Specific( KeyValues *pKV ); 23 | 24 | private: 25 | virtual bool CreateSolvers(GenericShaderData *ShaderData); 26 | 27 | int i_tonemaptype; 28 | bool b_writedepth; 29 | }; 30 | 31 | 32 | #endif -------------------------------------------------------------------------------- /src/shadereditor/nodes/vnode_loop.h: -------------------------------------------------------------------------------- 1 | #ifndef CNODELOOP_H 2 | #define CNODELOOP_H 3 | 4 | #include "vBaseContainer.h" 5 | 6 | class CNodeLoop : public CBaseContainerNode 7 | { 8 | DECLARE_CLASS( CNodeLoop, CBaseContainerNode ); 9 | 10 | public: 11 | 12 | CNodeLoop( CNodeView *p ); 13 | ~CNodeLoop(); 14 | 15 | virtual int GetNodeType(){ return HLSLNODE_CONTROLFLOW_LOOP; }; 16 | 17 | virtual void Solve_ContainerEntered(); 18 | virtual void Solve_ContainerLeft(); 19 | 20 | virtual KeyValues *AllocateKeyValues( int NodeIndex ); 21 | virtual void RestoreFromKeyValues_Specific( KeyValues *pKV ); 22 | 23 | private: 24 | 25 | int m_iCondition; 26 | int m_iValue_Start; 27 | int m_iValue_End; 28 | bool bDecrement; 29 | }; 30 | 31 | 32 | #endif -------------------------------------------------------------------------------- /src/shadereditor/properties/vsheet_stdplight.h: -------------------------------------------------------------------------------- 1 | #ifndef CSHEET_STD_PLIGHT_H 2 | #define CSHEET_STD_PLIGHT_H 3 | 4 | #include "vSheets.h" 5 | 6 | 7 | class CSheet_Std_PLight : public CSheet_Base 8 | { 9 | public: 10 | DECLARE_CLASS_SIMPLE( CSheet_Std_PLight, CSheet_Base ); 11 | 12 | CSheet_Std_PLight(CBaseNode *pNode, CNodeView *view, KeyValues *data, Panel *parent ); 13 | ~CSheet_Std_PLight(); 14 | 15 | virtual const char *GetSheetTitle(){return"Pixelshader lighting";}; 16 | 17 | MESSAGE_FUNC( OnResetData, "ResetData" ); 18 | MESSAGE_FUNC( OnApplyChanges, "ApplyChanges" ); 19 | 20 | private: 21 | 22 | CheckButton *m_pCheck_StaticLighting; 23 | CheckButton *m_pCheck_AOTerm; 24 | CheckButton *m_pCheck_Halflambert; 25 | }; 26 | 27 | 28 | #endif -------------------------------------------------------------------------------- /game/shadereditorui/shader_src/gauss_blur_7_half_aceil_x_vs30.fxc: -------------------------------------------------------------------------------- 1 | // ********************************* 2 | // ** auto generated vertexshader ** 3 | // ********************************* 4 | 5 | 6 | // Includes 7 | #include "common_vs_fxc.h" 8 | 9 | 10 | // Semantic structures 11 | struct VS_INPUT 12 | { 13 | float3 vPos : POSITION; 14 | float2 vTexCoord_0 : TEXCOORD0; 15 | }; 16 | 17 | struct VS_OUTPUT 18 | { 19 | float4 vProjPos : POSITION; 20 | float2 vTexCoord_0 : TEXCOORD0; 21 | }; 22 | 23 | // Entry point 24 | VS_OUTPUT main( const VS_INPUT In ) 25 | { 26 | VS_OUTPUT Out; 27 | float4 _var0 = float4( In.vPos.x, In.vPos.y, In.vPos.z, 1.000000 ); 28 | Out.vProjPos = _var0; 29 | Out.vTexCoord_0 = In.vTexCoord_0; 30 | return Out; 31 | } -------------------------------------------------------------------------------- /game/shadereditorui/shader_src/gauss_blur_7_half_aceil_y_vs30.fxc: -------------------------------------------------------------------------------- 1 | // ********************************* 2 | // ** auto generated vertexshader ** 3 | // ********************************* 4 | 5 | 6 | // Includes 7 | #include "common_vs_fxc.h" 8 | 9 | 10 | // Semantic structures 11 | struct VS_INPUT 12 | { 13 | float3 vPos : POSITION; 14 | float2 vTexCoord_0 : TEXCOORD0; 15 | }; 16 | 17 | struct VS_OUTPUT 18 | { 19 | float4 vProjPos : POSITION; 20 | float2 vTexCoord_0 : TEXCOORD0; 21 | }; 22 | 23 | // Entry point 24 | VS_OUTPUT main( const VS_INPUT In ) 25 | { 26 | VS_OUTPUT Out; 27 | float4 _var0 = float4( In.vPos.x, In.vPos.y, In.vPos.z, 1.000000 ); 28 | Out.vProjPos = _var0; 29 | Out.vTexCoord_0 = In.vTexCoord_0; 30 | return Out; 31 | } -------------------------------------------------------------------------------- /src/shadereditor/nodes/vnode_callback.h: -------------------------------------------------------------------------------- 1 | #ifndef CNODE_CALLBACK_H 2 | #define CNODE_CALLBACK_H 3 | 4 | #include "vBaseNode.h" 5 | 6 | class CNodeCallback : public CBaseNode 7 | { 8 | DECLARE_CLASS( CNodeCallback, CBaseNode ); 9 | 10 | public: 11 | 12 | CNodeCallback( CNodeView *p ); 13 | ~CNodeCallback(); 14 | 15 | virtual int GetNodeType(){ return HLSLNODE_CONSTANT_CALLBACK; }; 16 | 17 | void UpdateNode(); 18 | 19 | virtual KeyValues *AllocateKeyValues( int NodeIndex ); 20 | virtual void RestoreFromKeyValues_Specific( KeyValues *pKV ); 21 | 22 | virtual int UpdateInputsValid(); 23 | 24 | private: 25 | virtual bool CreateSolvers(GenericShaderData *ShaderData); 26 | 27 | char *szCallbackName; 28 | int iNumComponents; 29 | }; 30 | 31 | #endif -------------------------------------------------------------------------------- /src/shadereditor/nodes/vnode_mcompose.h: -------------------------------------------------------------------------------- 1 | #ifndef CNODE_MCOMPOSE_H 2 | #define CNODE_MCOMPOSE_H 3 | 4 | #include "vBaseNode.h" 5 | 6 | class CNodeMCompose : public CBaseNode 7 | { 8 | DECLARE_CLASS( CNodeMCompose, CBaseNode ); 9 | 10 | public: 11 | 12 | CNodeMCompose( CNodeView *p ); 13 | ~CNodeMCompose(); 14 | 15 | virtual int GetNodeType(){ return HLSLNODE_MATRIX_COMPOSE; }; 16 | 17 | void SetTargetMatrix( int flag, bool docolumns ); 18 | void UpdateNode(); 19 | 20 | virtual KeyValues *AllocateKeyValues( int NodeIndex ); 21 | virtual void RestoreFromKeyValues_Specific( KeyValues *pKV ); 22 | 23 | private: 24 | virtual bool CreateSolvers(GenericShaderData *ShaderData); 25 | 26 | int iTargetMatrix; 27 | bool bColumns; 28 | }; 29 | 30 | 31 | #endif -------------------------------------------------------------------------------- /src/shadereditor/solver/chlsl_solver_stdvlight.h: -------------------------------------------------------------------------------- 1 | #ifndef CHLSL_SOLVER_STD_VLIGHT_H 2 | #define CHLSL_SOLVER_STD_VLIGHT_H 3 | 4 | #include "editorcommon.h" 5 | 6 | class CHLSL_Solver_StdVLight : public CHLSL_SolverBase 7 | { 8 | public: 9 | CHLSL_Solver_StdVLight( HNODE nodeidx ) : CHLSL_SolverBase( nodeidx ) {}; 10 | CHLSL_SolverBase *Copy(){ 11 | return new CHLSL_Solver_StdVLight( *this ); }; 12 | 13 | virtual bool IsRenderable(){ return false; }; 14 | 15 | void SetState( bool supportsStaticL, bool doHL ); 16 | 17 | protected: 18 | virtual void OnWriteFXC( bool bIsPixelShader, WriteContext_FXC &context ); 19 | virtual void OnIdentifierAlloc( IdentifierLists_t &List ); 20 | 21 | bool m_bStaticLighting; 22 | bool m_bHalfLambert; 23 | }; 24 | 25 | #endif -------------------------------------------------------------------------------- /src/shadereditor/veditorflowgraphsheet.cpp: -------------------------------------------------------------------------------- 1 | 2 | #include "cbase.h" 3 | #include "editorcommon.h" 4 | 5 | 6 | CFlowGraphSheet::CFlowGraphSheet( Panel *parent, const char *panelName, bool draggableTabs, bool closeableTabs ) 7 | : BaseClass( parent, panelName, draggableTabs, closeableTabs ) 8 | { 9 | SetTabPosition( 1 ); 10 | } 11 | 12 | CFlowGraphSheet::~CFlowGraphSheet() 13 | { 14 | } 15 | 16 | 17 | void CFlowGraphSheet::PerformLayout() 18 | { 19 | BaseClass::PerformLayout(); 20 | 21 | int viewer_inset = 22; 22 | int viewer_inset_y = 45; 23 | int w,t; 24 | //engine->GetScreenSize( w, t ); 25 | GetParent()->GetSize( w, t ); 26 | SetPos( viewer_inset, viewer_inset_y ); 27 | SetSize( w - viewer_inset * 2, t - viewer_inset - viewer_inset_y ); 28 | } 29 | -------------------------------------------------------------------------------- /src/vpc_scripts/source_exe_con_base.vpc: -------------------------------------------------------------------------------- 1 | $Include "$SRCDIR\vpc_scripts\platform_dirs.vpc" 2 | $include "$SRCDIR\vpc_scripts\source_base.vpc" 3 | 4 | 5 | $Include "$SRCDIR\vpc_scripts\source_exe_con_win32_base.vpc" [$WINDOWS] 6 | $Include "$SRCDIR\vpc_scripts\source_exe_posix_base.vpc" [$POSIX] 7 | $Include "$SRCDIR\vpc_scripts\source_xex_x360_base.vpc" [$X360] 8 | 9 | $Configuration 10 | { 11 | $Compiler 12 | { 13 | $PreprocessorDefinitions "$BASE;DEV_BUILD" [!$PUBLISH] 14 | $PreprocessorDefinitions "$BASE;_PROFILE" [$PROFILE && !$RETAIL] 15 | $PreprocessorDefinitions "$BASE;RETAIL_ASSERTS" [$RETAIL && $RETAILASSERTS] 16 | $PreprocessorDefinitions "$BASE;FRAME_POINTER_OMISSION_DISABLED" // This is now always true. 17 | } 18 | } 19 | -------------------------------------------------------------------------------- /src/shadereditor/nodes/vnode_lightscale.h: -------------------------------------------------------------------------------- 1 | #ifndef CNODE_LIGHTSCALE_H 2 | #define CNODE_LIGHTSCALE_H 3 | 4 | #include "vBaseNode.h" 5 | 6 | class CNodeLightscale : public CBaseNode 7 | { 8 | DECLARE_CLASS( CNodeLightscale, CBaseNode ); 9 | 10 | public: 11 | 12 | CNodeLightscale( CNodeView *p ); 13 | ~CNodeLightscale(); 14 | 15 | virtual int GetNodeType(){ return HLSLNODE_CONSTANT_LIGHTSCALE; }; 16 | virtual int GetAllowedHierachiesAsFlags(){ return HLSLHIERACHY_PS; }; 17 | 18 | virtual KeyValues *AllocateKeyValues( int NodeIndex ); 19 | virtual void RestoreFromKeyValues_Specific( KeyValues *pKV ); 20 | 21 | void UpdateNode(); 22 | 23 | private: 24 | virtual bool CreateSolvers(GenericShaderData *ShaderData); 25 | 26 | int m_iLightScale; 27 | }; 28 | 29 | 30 | #endif -------------------------------------------------------------------------------- /src/shadereditor/solver/chlsl_solver_readsemantics.h: -------------------------------------------------------------------------------- 1 | #ifndef CHLSL_SOLVER_READSEMANTICS_H 2 | #define CHLSL_SOLVER_READSEMANTICS_H 3 | 4 | #include "editorcommon.h" 5 | 6 | class CHLSL_Solver_ReadSemantics : public CHLSL_SolverBase 7 | { 8 | public: 9 | CHLSL_Solver_ReadSemantics( HNODE nodeidx ); 10 | CHLSL_SolverBase *Copy(){ 11 | return new CHLSL_Solver_ReadSemantics( *this ); }; 12 | 13 | void SendVSSetup( SETUP_HLSL_VS_Input s ); 14 | 15 | int GetTexcoordFlag( int numCoord ); 16 | 17 | protected: 18 | virtual void OnVarInit( const WriteContext_FXC &context ); 19 | virtual void OnWriteFXC( bool bIsPixelShader, WriteContext_FXC &context ); 20 | virtual void Render( Preview2DContext &c ); 21 | 22 | SETUP_HLSL_VS_Input vs_setup; 23 | }; 24 | 25 | 26 | 27 | #endif -------------------------------------------------------------------------------- /src/materialsystem/procshader/skymask_ps20.fxc: -------------------------------------------------------------------------------- 1 | // Includes 2 | #include "common_ps_fxc.h" 3 | 4 | // STATIC: "DRAWWHITE" "0..1" 5 | // STATIC: "COMBINE" "0..1" 6 | 7 | #if COMBINE 8 | sampler srcTex : register( s0 ); 9 | #endif 10 | 11 | struct PS_INPUT 12 | { 13 | #if COMBINE 14 | float2 vTexCoord : TEXCOORD0; 15 | #endif 16 | }; 17 | 18 | struct PS_OUTPUT 19 | { 20 | float4 vColor0 : COLOR0; 21 | }; 22 | 23 | // Entry point 24 | PS_OUTPUT main( const PS_INPUT In ) 25 | { 26 | PS_OUTPUT Out; 27 | 28 | #if DRAWWHITE 29 | Out.vColor0 = 1.0f; 30 | #else 31 | Out.vColor0 = 0.0f; 32 | #endif 33 | 34 | #if COMBINE && DRAWWHITE 35 | float alphaold = tex2D( srcTex, In.vTexCoord ).a; 36 | Out.vColor0 = min( Out.vColor0, alphaold ); 37 | #endif 38 | 39 | return Out; 40 | } -------------------------------------------------------------------------------- /src/shadereditor/properties/postprocessing/vsheet_pp_operations.h: -------------------------------------------------------------------------------- 1 | #ifndef CSHEET_PP_OPERATIONS_H 2 | #define CSHEET_PP_OPERATIONS_H 3 | 4 | #include "vSheets.h" 5 | 6 | class CSheet_PP_ClearBuff : public CSheet_Base 7 | { 8 | public: 9 | DECLARE_CLASS_SIMPLE( CSheet_PP_ClearBuff, CSheet_Base ); 10 | 11 | CSheet_PP_ClearBuff(CBaseNode *pNode, CNodeView *view, KeyValues *data, Panel *parent ); 12 | ~CSheet_PP_ClearBuff(); 13 | 14 | virtual const char *GetSheetTitle(){return"Clear buffers";}; 15 | 16 | MESSAGE_FUNC( OnResetData, "ResetData" ); 17 | MESSAGE_FUNC( OnApplyChanges, "ApplyChanges" ); 18 | 19 | protected: 20 | 21 | private: 22 | 23 | CheckButton *m_pCheck_ClearColor; 24 | CheckButton *m_pCheck_ClearDepth; 25 | 26 | TextEntry *m_pText_Values; 27 | }; 28 | 29 | #endif -------------------------------------------------------------------------------- /src/shadereditor/properties/vsheet_flashlight.cpp: -------------------------------------------------------------------------------- 1 | 2 | #include "cbase.h" 3 | #include "vSheets.h" 4 | 5 | 6 | CSheet_Flashlight::CSheet_Flashlight(CBaseNode *pNode, CNodeView *view, KeyValues *data, Panel *parent ) 7 | : BaseClass( pNode, view, data, parent ) 8 | { 9 | SetParent( parent ); 10 | 11 | m_pCheck_Specular = new CheckButton(this, "check_spec",""); 12 | 13 | LoadControlSettings( "shadereditorui/vgui/sheet_flashlight.res" ); 14 | } 15 | CSheet_Flashlight::~CSheet_Flashlight() 16 | { 17 | } 18 | 19 | void CSheet_Flashlight::OnResetData() 20 | { 21 | m_pCheck_Specular->SetSelected( ( pData->GetInt( "i_flashlight_Spec" ) != 0 ) ); 22 | } 23 | void CSheet_Flashlight::OnApplyChanges() 24 | { 25 | pData->SetInt( "i_flashlight_Spec", m_pCheck_Specular->IsSelected() ? 1 : 0 ); 26 | } -------------------------------------------------------------------------------- /src/shadereditor/properties/vsheet_textransform.h: -------------------------------------------------------------------------------- 1 | #ifndef CSHEET_TEXTRANSFORM_H 2 | #define CSHEET_TEXTRANSFORM_H 3 | 4 | #include "vSheets.h" 5 | 6 | 7 | class CSheet_TexTransform : public CSheet_Base 8 | { 9 | public: 10 | DECLARE_CLASS_SIMPLE( CSheet_TexTransform, CSheet_Base ); 11 | 12 | CSheet_TexTransform(CBaseNode *pNode, CNodeView *view, KeyValues *data, Panel *parent ); 13 | ~CSheet_TexTransform(); 14 | 15 | virtual const char *GetSheetTitle(){return"Texture transform";}; 16 | 17 | MESSAGE_FUNC( OnResetData, "ResetData" ); 18 | MESSAGE_FUNC( OnApplyChanges, "ApplyChanges" ); 19 | 20 | private: 21 | 22 | CheckButton *m_pCheck_Center; 23 | CheckButton *m_pCheck_Rotation; 24 | CheckButton *m_pCheck_Scale; 25 | CheckButton *m_pCheck_Translation; 26 | }; 27 | 28 | 29 | #endif -------------------------------------------------------------------------------- /src/shadereditor/properties/vsheet_stdpspeclight.cpp: -------------------------------------------------------------------------------- 1 | 2 | #include "cbase.h" 3 | #include "vSheets.h" 4 | 5 | 6 | CSheet_Std_PSpecLight::CSheet_Std_PSpecLight(CBaseNode *pNode, CNodeView *view, KeyValues *data, Panel *parent ) 7 | : BaseClass( pNode, view, data, parent ) 8 | { 9 | SetParent( parent ); 10 | 11 | m_pCheck_AOTerm = new CheckButton(this, "AO",""); 12 | 13 | LoadControlSettings( "shadereditorui/vgui/sheet_std_pspeclight.res" ); 14 | } 15 | CSheet_Std_PSpecLight::~CSheet_Std_PSpecLight() 16 | { 17 | } 18 | 19 | void CSheet_Std_PSpecLight::OnResetData() 20 | { 21 | m_pCheck_AOTerm->SetSelected( ( pData->GetInt( "i_plight_ao" ) != 0 ) ); 22 | } 23 | void CSheet_Std_PSpecLight::OnApplyChanges() 24 | { 25 | pData->SetInt( "i_plight_ao", m_pCheck_AOTerm->IsSelected() ? 1 : 0 ); 26 | } -------------------------------------------------------------------------------- /src/shadereditor/properties/vsheet_stdvlight.h: -------------------------------------------------------------------------------- 1 | #ifndef CSHEET_STD_VLIGHT_H 2 | #define CSHEET_STD_VLIGHT_H 3 | 4 | #include "vSheets.h" 5 | 6 | 7 | class CSheet_Std_VLight : public CSheet_Base 8 | { 9 | public: 10 | DECLARE_CLASS_SIMPLE( CSheet_Std_VLight, CSheet_Base ); 11 | 12 | CSheet_Std_VLight(CBaseNode *pNode, CNodeView *view, KeyValues *data, Panel *parent ); 13 | ~CSheet_Std_VLight(); 14 | 15 | virtual const char *GetSheetTitle(){return"Vertex lighting";}; 16 | 17 | MESSAGE_FUNC( OnResetData, "ResetData" ); 18 | MESSAGE_FUNC( OnApplyChanges, "ApplyChanges" ); 19 | 20 | MESSAGE_FUNC_PARAMS( OnCheckButtonChecked, "CheckButtonChecked", pData ); 21 | 22 | private: 23 | 24 | CheckButton *m_pCheck_StaticLighting; 25 | CheckButton *m_pCheck_Halflambert; 26 | }; 27 | 28 | 29 | #endif -------------------------------------------------------------------------------- /src/shadereditor/vdialogppeffectprecache.h: -------------------------------------------------------------------------------- 1 | #ifndef DIALOG_PPE_PRECACHE_H 2 | #define DIALOG_PPE_PRECACHE_H 3 | 4 | #include "cbase.h" 5 | #include "editorCommon.h" 6 | 7 | class CDialog_PPEPrecache : public CBaseDiag 8 | { 9 | public: 10 | DECLARE_CLASS_SIMPLE( CDialog_PPEPrecache, CBaseDiag ); 11 | 12 | CDialog_PPEPrecache( Panel *parent ); 13 | ~CDialog_PPEPrecache(); 14 | 15 | protected: 16 | 17 | MESSAGE_FUNC_PARAMS( OnFileSelected, "FileSelected", pKV ); 18 | MESSAGE_FUNC_PARAMS( CheckButtonChecked, "CheckButtonChecked", pKV ); 19 | 20 | virtual void OnCommand( const char *cmd ); 21 | 22 | private: 23 | 24 | void FillList(); 25 | void OpenFiledialog(); 26 | 27 | DHANDLE< FileOpenDialog > m_hEffectBrowser; 28 | PanelListPanel *m_pList_Effects; 29 | 30 | }; 31 | 32 | 33 | #endif -------------------------------------------------------------------------------- /game/shadereditorui/dumps/shaderlist.txt: -------------------------------------------------------------------------------- 1 | "shaderlist" 2 | { 3 | "shader_000" "basetexture_accum" 4 | "shader_001" "basetexture_blend" 5 | "shader_002" "detail_prop_shader" 6 | "shader_003" "downsample_4" 7 | "shader_004" "gauss_blur_5_x" 8 | "shader_005" "gauss_blur_5_y" 9 | "shader_006" "gauss_blur_7_half_aceil_x" 10 | "shader_007" "gauss_blur_7_half_aceil_y" 11 | "shader_008" "gauss_blur_half_3_x" 12 | "shader_009" "gauss_blur_half_3_y" 13 | "shader_010" "lightmap_blend_bump_detail" 14 | "shader_011" "lightmap_parallax" 15 | "shader_012" "model_chromatic_aberration" 16 | "shader_013" "model_snowy" 17 | "shader_014" "sprite_sun_nodepth" 18 | "shader_015" "ssao_calc" 19 | "shader_016" "ssao_combine" 20 | "shader_017" "ssao_fxaa" 21 | "shader_018" "sunrays_calc" 22 | } 23 | -------------------------------------------------------------------------------- /game/shadereditorui/shader_src/postproc_sunrays_vs30.fxc: -------------------------------------------------------------------------------- 1 | // ********************************* 2 | // ** auto generated vertexshader ** 3 | // ********************************* 4 | 5 | // Includes 6 | #include "common_vs_fxc.h" 7 | 8 | 9 | // Combos 10 | 11 | // Samplers 12 | 13 | // Constants 14 | 15 | // Semantic structures 16 | struct VS_INPUT 17 | { 18 | float3 vPos : POSITION; 19 | float2 vTexCoord_0 : TEXCOORD0; 20 | }; 21 | 22 | struct VS_OUTPUT 23 | { 24 | float4 vProjPos : POSITION; 25 | float2 vTexCoord_0 : TEXCOORD0; 26 | }; 27 | 28 | // Entry point 29 | VS_OUTPUT main( const VS_INPUT In ) 30 | { 31 | VS_OUTPUT Out; 32 | float4 _var0 = float4( In.vPos.x, In.vPos.y, In.vPos.z, 1.000000 ); 33 | Out.vProjPos = _var0; 34 | Out.vTexCoord_0 = In.vTexCoord_0; 35 | return Out; 36 | } -------------------------------------------------------------------------------- /src/materialsystem/procshader/skymask_vs20.fxc: -------------------------------------------------------------------------------- 1 | // Includes 2 | #include "common_vs_fxc.h" 3 | 4 | // STATIC: "DRAWWHITE" "0..1" 5 | // STATIC: "COMBINE" "0..1" 6 | 7 | // Semantic structures 8 | struct VS_INPUT 9 | { 10 | float3 vPos : POSITION; 11 | #if COMBINE 12 | float2 vTexCoord : TEXCOORD0; 13 | #endif 14 | }; 15 | 16 | struct VS_OUTPUT 17 | { 18 | float4 vProjPos : POSITION; 19 | #if COMBINE 20 | float2 vTexCoord : TEXCOORD0; 21 | #endif 22 | }; 23 | 24 | // Entry point 25 | VS_OUTPUT main( const VS_INPUT In ) 26 | { 27 | VS_OUTPUT Out; 28 | Out.vProjPos = float4( In.vPos, 1 ); 29 | 30 | #if DRAWWHITE 31 | Out.vProjPos.z = 1.0f; 32 | #else 33 | Out.vProjPos.z = 0.0f; 34 | #endif 35 | 36 | #if COMBINE 37 | Out.vTexCoord = In.vTexCoord; 38 | #endif 39 | 40 | return Out; 41 | } -------------------------------------------------------------------------------- /src/shadereditor/nodes/vnode_combo.h: -------------------------------------------------------------------------------- 1 | #ifndef CNODE_COMBO_H 2 | #define CNODE_COMBO_H 3 | 4 | #include "vBaseContainer.h" 5 | 6 | class CNodeCombo : public CBaseContainerNode 7 | { 8 | DECLARE_CLASS( CNodeCombo, CBaseContainerNode ); 9 | 10 | public: 11 | 12 | CNodeCombo( CNodeView *p ); 13 | ~CNodeCombo(); 14 | 15 | virtual int GetNodeType(){ return HLSLNODE_CONTROLFLOW_COMBO; }; 16 | 17 | virtual void Solve_ContainerEntered(); 18 | virtual void Solve_ContainerLeft(); 19 | 20 | virtual KeyValues *AllocateKeyValues( int NodeIndex ); 21 | virtual void RestoreFromKeyValues_Specific( KeyValues *pKV ); 22 | 23 | bool VguiDraw( bool bShadow = false ); 24 | 25 | private: 26 | 27 | int m_iCondition; 28 | int m_iValue_Compare; 29 | bool m_bStatic; 30 | char *m_szComboName; 31 | }; 32 | 33 | 34 | #endif -------------------------------------------------------------------------------- /src/shadereditor/nodes/vnode_condition.h: -------------------------------------------------------------------------------- 1 | #ifndef CNODE_CONDITION_H 2 | #define CNODE_CONDITION_H 3 | 4 | #include "vBaseContainer.h" 5 | 6 | class CNodeCondition : public CBaseContainerNode 7 | { 8 | DECLARE_CLASS( CNodeCondition, CBaseContainerNode ); 9 | 10 | public: 11 | 12 | CNodeCondition( CNodeView *p ); 13 | ~CNodeCondition(); 14 | 15 | virtual int GetNodeType(){ return HLSLNODE_CONTROLFLOW_CONDITION; }; 16 | 17 | virtual int UpdateInputsValid(); 18 | 19 | virtual void Solve_ContainerEntered(); 20 | virtual void Solve_ContainerLeft(); 21 | 22 | virtual KeyValues *AllocateKeyValues( int NodeIndex ); 23 | virtual void RestoreFromKeyValues_Specific( KeyValues *pKV ); 24 | 25 | //void VguiDraw( bool bShadow = false ); 26 | 27 | private: 28 | 29 | int m_iCondition; 30 | }; 31 | 32 | 33 | #endif -------------------------------------------------------------------------------- /src/shadereditor/properties/vsheet_multiply.cpp: -------------------------------------------------------------------------------- 1 | 2 | #include "cbase.h" 3 | #include "vSheets.h" 4 | 5 | 6 | CSheet_Multiply::CSheet_Multiply(CBaseNode *pNode, CNodeView *view, KeyValues *data, Panel *parent ) 7 | : BaseClass( pNode, view, data, parent ) 8 | { 9 | SetParent( parent ); 10 | 11 | m_pCheck_MatrixAsRotation = new CheckButton( this, "rotationmatrix", "Matrix rotation only" ); 12 | 13 | LoadControlSettings( "shadereditorui/vgui/sheet_multiply.res" ); 14 | } 15 | CSheet_Multiply::~CSheet_Multiply() 16 | { 17 | } 18 | 19 | void CSheet_Multiply::OnResetData() 20 | { 21 | m_pCheck_MatrixAsRotation->SetSelected( pData->GetInt( "i_mat_rotation" ) != 0 ); 22 | } 23 | void CSheet_Multiply::OnApplyChanges() 24 | { 25 | pData->SetInt( "i_mat_rotation", m_pCheck_MatrixAsRotation->IsSelected() ? 1 : 0 ); 26 | } 27 | -------------------------------------------------------------------------------- /src/vgui_editor/cvartogglecheckbutton.cpp: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #include "tier1/KeyValues.h" 9 | 10 | #include 11 | #include 12 | #include 13 | 14 | // memdbgon must be the last include file in a .cpp file!!! 15 | #include 16 | 17 | using namespace vgui; 18 | 19 | vgui::Panel *Create_CvarToggleCheckButton() 20 | { 21 | return new CvarToggleCheckButton< ConVarRef >( NULL, NULL ); 22 | } 23 | 24 | DECLARE_BUILD_FACTORY_CUSTOM_ALIAS( CvarToggleCheckButton, CvarToggleCheckButton, Create_CvarToggleCheckButton ); 25 | 26 | -------------------------------------------------------------------------------- /src/shadereditor/nodes/vnode_textransform.h: -------------------------------------------------------------------------------- 1 | #ifndef CNODE_TEXTRANSFORM_H 2 | #define CNODE_TEXTRANSFORM_H 3 | 4 | #include "vBaseNode.h" 5 | 6 | class CNodeTexTransform : public CBaseNode 7 | { 8 | DECLARE_CLASS( CNodeTexTransform, CBaseNode ); 9 | 10 | public: 11 | 12 | CNodeTexTransform( CNodeView *p ); 13 | ~CNodeTexTransform(); 14 | 15 | virtual int GetNodeType(){ return HLSLNODE_TEXTURE_TRANSFORM; }; 16 | 17 | void UpdateNode(); 18 | virtual int UpdateInputsValid(); 19 | 20 | virtual KeyValues *AllocateKeyValues( int NodeIndex ); 21 | virtual void RestoreFromKeyValues_Specific( KeyValues *pKV ); 22 | 23 | private: 24 | virtual bool CreateSolvers(GenericShaderData *ShaderData); 25 | 26 | bool bEnable_Center; 27 | bool bEnable_Rot; 28 | bool bEnable_Scale; 29 | bool bEnable_Trans; 30 | }; 31 | 32 | 33 | #endif -------------------------------------------------------------------------------- /src/shadereditor/solver/chlsl_solver_break.cpp: -------------------------------------------------------------------------------- 1 | 2 | #include "cbase.h" 3 | #include "editorCommon.h" 4 | 5 | void CHLSL_Solver_Break::OnWriteFXC( bool bIsPixelShader, WriteContext_FXC &context ) 6 | { 7 | context.buf_code.PutString( "break;\n" ); 8 | } 9 | 10 | 11 | 12 | void CHLSL_Solver_Clip::OnWriteFXC( bool bIsPixelShader, WriteContext_FXC &context ) 13 | { 14 | CHLSL_Var *pvar = GetSourceVar( 0 ); 15 | 16 | char tmp[MAXTARGC]; 17 | Q_snprintf( tmp, sizeof( tmp ), "clip( %s );\n", pvar->GetName() ); 18 | 19 | context.buf_code.PutString( tmp ); 20 | } 21 | void CHLSL_Solver_Clip::Render( Preview2DContext &c ) 22 | { 23 | SetUVParamBySourceVar( NPSOP_UTILITY_DECLARE, 0, 0 ); 24 | CNodeView::RenderSingleSolver( c, pEditorRoot->GetOperatorMaterial( NPSOP_UTILITY_DECLARE ) ); 25 | UpdateTargetVarToReflectMapIndex( 0 ); 26 | } -------------------------------------------------------------------------------- /game/shadereditorui/shader_src/sprite_sun_nodepth_vs30.fxc: -------------------------------------------------------------------------------- 1 | // ********************************* 2 | // ** auto generated vertexshader ** 3 | // ********************************* 4 | 5 | 6 | // Includes 7 | #include "common_vs_fxc.h" 8 | 9 | 10 | // Semantic structures 11 | struct VS_INPUT 12 | { 13 | float3 vPos : POSITION; 14 | float2 vTexCoord_0 : TEXCOORD0; 15 | float4 vColor_0 : COLOR0; 16 | }; 17 | 18 | struct VS_OUTPUT 19 | { 20 | float4 vProjPos : POSITION; 21 | float2 vTexCoord_0 : TEXCOORD0; 22 | float4 vColor_0 : COLOR0; 23 | }; 24 | 25 | // Entry point 26 | VS_OUTPUT main( const VS_INPUT In ) 27 | { 28 | VS_OUTPUT Out; 29 | float4 _var0 = mul( float4(In.vPos.xyz,1), cModelViewProj ); 30 | Out.vProjPos = _var0; 31 | Out.vTexCoord_0 = In.vTexCoord_0; 32 | Out.vColor_0 = In.vColor_0; 33 | return Out; 34 | } -------------------------------------------------------------------------------- /src/materialsystem/procshader/node_vs20.fxc: -------------------------------------------------------------------------------- 1 | // ********************************* 2 | // ** auto generated vertexshader ** 3 | // ********************************* 4 | 5 | // Includes 6 | #include "common_vs_fxc.h" 7 | 8 | const float2 g_Delta : register( c48 ); 9 | 10 | // Semantic structures 11 | struct VS_INPUT 12 | { 13 | float3 vPos : POSITION; 14 | float2 vTexCoord_0 : TEXCOORD0; 15 | }; 16 | 17 | struct VS_OUTPUT 18 | { 19 | float4 vProjPos : POSITION; 20 | float2 vTexCoord_0 : TEXCOORD0; 21 | }; 22 | 23 | // Entry point 24 | VS_OUTPUT main( const VS_INPUT In ) 25 | { 26 | VS_OUTPUT Out; 27 | Out.vProjPos = mul( float4( In.vPos, 1.0f ), cViewProj ); 28 | 29 | Out.vTexCoord_0.x = clamp( In.vTexCoord_0.x, g_Delta.x, g_Delta.y ); 30 | Out.vTexCoord_0.y = clamp( In.vTexCoord_0.y, g_Delta.x, g_Delta.y ); 31 | return Out; 32 | } -------------------------------------------------------------------------------- /src/materialsystem/procshader/node_vs30.fxc: -------------------------------------------------------------------------------- 1 | // ********************************* 2 | // ** auto generated vertexshader ** 3 | // ********************************* 4 | 5 | // Includes 6 | #include "common_vs_fxc.h" 7 | 8 | const float2 g_Delta : register( c48 ); 9 | 10 | // Semantic structures 11 | struct VS_INPUT 12 | { 13 | float3 vPos : POSITION; 14 | float2 vTexCoord_0 : TEXCOORD0; 15 | }; 16 | 17 | struct VS_OUTPUT 18 | { 19 | float4 vProjPos : POSITION; 20 | float2 vTexCoord_0 : TEXCOORD0; 21 | }; 22 | 23 | // Entry point 24 | VS_OUTPUT main( const VS_INPUT In ) 25 | { 26 | VS_OUTPUT Out; 27 | Out.vProjPos = mul( float4( In.vPos, 1.0f ), cViewProj ); 28 | 29 | Out.vTexCoord_0.x = clamp( In.vTexCoord_0.x, g_Delta.x, g_Delta.y ); 30 | Out.vTexCoord_0.y = clamp( In.vTexCoord_0.y, g_Delta.x, g_Delta.y ); 31 | return Out; 32 | } -------------------------------------------------------------------------------- /src/shadereditor/properties/vsheet_swizzle.cpp: -------------------------------------------------------------------------------- 1 | 2 | #include "cbase.h" 3 | #include "vSheets.h" 4 | 5 | 6 | CSheet_Swizzle::CSheet_Swizzle(CBaseNode *pNode, CNodeView *view, KeyValues *data, Panel *parent ) 7 | : BaseClass( pNode, view, data, parent ) 8 | { 9 | m_pText_Values = new TextEntry(this, "name"); 10 | 11 | LoadControlSettings( "shadereditorui/vgui/sheet_swizzle.res" ); 12 | } 13 | CSheet_Swizzle::~CSheet_Swizzle() 14 | { 15 | } 16 | 17 | void CSheet_Swizzle::OnCommand( const char *cmd ) 18 | { 19 | BaseClass::OnCommand( cmd ); 20 | } 21 | 22 | void CSheet_Swizzle::OnResetData() 23 | { 24 | m_pText_Values->SetText( pData->GetString( "swizzleString" ) ); 25 | } 26 | void CSheet_Swizzle::OnApplyChanges() 27 | { 28 | char name[MAX_PATH]; 29 | m_pText_Values->GetText( name, MAX_PATH ); 30 | pData->SetString( "swizzleString", name ); 31 | } 32 | -------------------------------------------------------------------------------- /src/shadereditor/properties/vsheet_cmatrix.cpp: -------------------------------------------------------------------------------- 1 | 2 | #include "cbase.h" 3 | #include "vSheets.h" 4 | 5 | 6 | CSheet_CMatrix::CSheet_CMatrix(CBaseNode *pNode, CNodeView *view, KeyValues *data, Panel *parent ) 7 | : BaseClass( pNode, view, data, parent ) 8 | { 9 | SetParent( parent ); 10 | 11 | m_pCBox_MType = new ComboBox( this, "cbox_mtype", 10, false ); 12 | for ( int i = 0; i < CMATRIX_LAST; i++ ) 13 | m_pCBox_MType->AddItem( GetCMatrixInfo( i )->szCanvasName, NULL ); 14 | 15 | LoadControlSettings( "shadereditorui/vgui/sheet_cmatrix.res" ); 16 | } 17 | CSheet_CMatrix::~CSheet_CMatrix() 18 | { 19 | } 20 | 21 | void CSheet_CMatrix::OnResetData() 22 | { 23 | m_pCBox_MType->ActivateItem( pData->GetInt( "i_c_matrix" ) ); 24 | } 25 | void CSheet_CMatrix::OnApplyChanges() 26 | { 27 | pData->SetInt( "i_c_matrix", m_pCBox_MType->GetActiveItem() ); 28 | } 29 | -------------------------------------------------------------------------------- /src/shadereditor/properties/vsheet_psoutput.h: -------------------------------------------------------------------------------- 1 | #ifndef CSHEET_PSOUTPUT_H 2 | #define CSHEET_PSOUTPUT_H 3 | 4 | #include "vSheets.h" 5 | 6 | class CSheet_PSOutput : public CSheet_Base 7 | { 8 | public: 9 | DECLARE_CLASS_SIMPLE( CSheet_PSOutput, CSheet_Base ); 10 | 11 | CSheet_PSOutput(CBaseNode *pNode, CNodeView *view, KeyValues *data, Panel *parent ); 12 | ~CSheet_PSOutput(); 13 | 14 | virtual const char *GetSheetTitle(){return"PS Output";}; 15 | 16 | MESSAGE_FUNC( OnResetData, "ResetData" ); 17 | MESSAGE_FUNC( OnApplyChanges, "ApplyChanges" ); 18 | 19 | MESSAGE_FUNC_INT( OnSliderMoved, "SliderMoved", position ); 20 | 21 | //MESSAGE_FUNC_CHARPTR( OnComboboxClose, "OnMenuClose", szName ); 22 | 23 | private: 24 | 25 | Slider *m_pSlider_col; 26 | CheckButton *m_pCheck_Depth; 27 | 28 | Label *m_pLabel_Info_Num_Colors; 29 | }; 30 | 31 | 32 | #endif -------------------------------------------------------------------------------- /src/shadereditor/nodes/vnode_array.h: -------------------------------------------------------------------------------- 1 | #ifndef CNODEARRAY_H 2 | #define CNODEARRAY_H 3 | 4 | #include "vBaseNode.h" 5 | 6 | class CNodeArray : public CBaseNode 7 | { 8 | DECLARE_CLASS( CNodeArray, CBaseNode ); 9 | 10 | public: 11 | CNodeArray( CNodeView *p ); 12 | ~CNodeArray(); 13 | 14 | void UpdateNode(); 15 | 16 | virtual int GetNodeType(){ return HLSLNODE_CONSTANT_ARRAY; }; 17 | 18 | //virtual int UpdateInputsValid(); 19 | //virtual void UpdateOutputs(); 20 | 21 | virtual KeyValues *AllocateKeyValues( int NodeIndex ); 22 | virtual void RestoreFromKeyValues_Specific( KeyValues *pKV ); 23 | 24 | private: 25 | //CNodeArray( const CNodeArray &other ){}; 26 | virtual bool CreateSolvers(GenericShaderData *ShaderData); 27 | 28 | int m_iSize_X; 29 | int m_iSize_Y; 30 | 31 | int m_iDataTypeFlag; 32 | 33 | Vector4D *m_vecValues; 34 | }; 35 | 36 | 37 | #endif -------------------------------------------------------------------------------- /src/shadereditor/solver/chlsl_solver_cross.cpp: -------------------------------------------------------------------------------- 1 | 2 | #include "cbase.h" 3 | #include "editorCommon.h" 4 | 5 | 6 | void CHLSL_Solver_Cross::OnWriteFXC( bool bIsPixelShader, WriteContext_FXC &context ) 7 | { 8 | CHLSL_Var *tg = GetTargetVar( 0 ); 9 | tg->DeclareMe(context); 10 | CHLSL_Var *src1 = GetSourceVar( 0 ); 11 | CHLSL_Var *src2 = GetSourceVar( 1 ); 12 | 13 | char tmp[MAXTARGC]; 14 | Q_snprintf( tmp, MAXTARGC, "%s = cross( %s, %s );\n", 15 | tg->GetName(),src1->GetName(),src2->GetName() ); 16 | context.buf_code.PutString( tmp ); 17 | } 18 | 19 | void CHLSL_Solver_Cross::Render( Preview2DContext &c ) 20 | { 21 | SetUVParamBySourceVar( NPSOP_CALC_CROSS, 0, 0 ); 22 | SetUVParamBySourceVar( NPSOP_CALC_CROSS, 1, 1 ); 23 | CNodeView::RenderSingleSolver( c, pEditorRoot->GetOperatorMaterial( NPSOP_CALC_CROSS ) ); 24 | UpdateTargetVarToReflectMapIndex( 0 ); 25 | } -------------------------------------------------------------------------------- /src/materialsystem/procshader/fxctmp9/node_vs20.inc: -------------------------------------------------------------------------------- 1 | #include "shaderlib/cshader.h" 2 | class node_vs20_Static_Index 3 | { 4 | public: 5 | node_vs20_Static_Index( ) 6 | { 7 | } 8 | int GetIndex() 9 | { 10 | // Asserts to make sure that we aren't using any skipped combinations. 11 | // Asserts to make sure that we are setting all of the combination vars. 12 | #ifdef _DEBUG 13 | #endif // _DEBUG 14 | return 0; 15 | } 16 | }; 17 | #define shaderStaticTest_node_vs20 0 18 | class node_vs20_Dynamic_Index 19 | { 20 | public: 21 | node_vs20_Dynamic_Index() 22 | { 23 | } 24 | int GetIndex() 25 | { 26 | // Asserts to make sure that we aren't using any skipped combinations. 27 | // Asserts to make sure that we are setting all of the combination vars. 28 | #ifdef _DEBUG 29 | #endif // _DEBUG 30 | return 0; 31 | } 32 | }; 33 | #define shaderDynamicTest_node_vs20 0 34 | -------------------------------------------------------------------------------- /src/materialsystem/procshader/fxctmp9/node_vs30.inc: -------------------------------------------------------------------------------- 1 | #include "shaderlib/cshader.h" 2 | class node_vs30_Static_Index 3 | { 4 | public: 5 | node_vs30_Static_Index( ) 6 | { 7 | } 8 | int GetIndex() 9 | { 10 | // Asserts to make sure that we aren't using any skipped combinations. 11 | // Asserts to make sure that we are setting all of the combination vars. 12 | #ifdef _DEBUG 13 | #endif // _DEBUG 14 | return 0; 15 | } 16 | }; 17 | #define shaderStaticTest_node_vs30 0 18 | class node_vs30_Dynamic_Index 19 | { 20 | public: 21 | node_vs30_Dynamic_Index() 22 | { 23 | } 24 | int GetIndex() 25 | { 26 | // Asserts to make sure that we aren't using any skipped combinations. 27 | // Asserts to make sure that we are setting all of the combination vars. 28 | #ifdef _DEBUG 29 | #endif // _DEBUG 30 | return 0; 31 | } 32 | }; 33 | #define shaderDynamicTest_node_vs30 0 34 | -------------------------------------------------------------------------------- /src/materialsystem/procshader/fxctmp9/prev_vs20.inc: -------------------------------------------------------------------------------- 1 | #include "shaderlib/cshader.h" 2 | class prev_vs20_Static_Index 3 | { 4 | public: 5 | prev_vs20_Static_Index( ) 6 | { 7 | } 8 | int GetIndex() 9 | { 10 | // Asserts to make sure that we aren't using any skipped combinations. 11 | // Asserts to make sure that we are setting all of the combination vars. 12 | #ifdef _DEBUG 13 | #endif // _DEBUG 14 | return 0; 15 | } 16 | }; 17 | #define shaderStaticTest_prev_vs20 0 18 | class prev_vs20_Dynamic_Index 19 | { 20 | public: 21 | prev_vs20_Dynamic_Index() 22 | { 23 | } 24 | int GetIndex() 25 | { 26 | // Asserts to make sure that we aren't using any skipped combinations. 27 | // Asserts to make sure that we are setting all of the combination vars. 28 | #ifdef _DEBUG 29 | #endif // _DEBUG 30 | return 0; 31 | } 32 | }; 33 | #define shaderDynamicTest_prev_vs20 0 34 | -------------------------------------------------------------------------------- /src/materialsystem/procshader/fxctmp9/psin_vs20.inc: -------------------------------------------------------------------------------- 1 | #include "shaderlib/cshader.h" 2 | class psin_vs20_Static_Index 3 | { 4 | public: 5 | psin_vs20_Static_Index( ) 6 | { 7 | } 8 | int GetIndex() 9 | { 10 | // Asserts to make sure that we aren't using any skipped combinations. 11 | // Asserts to make sure that we are setting all of the combination vars. 12 | #ifdef _DEBUG 13 | #endif // _DEBUG 14 | return 0; 15 | } 16 | }; 17 | #define shaderStaticTest_psin_vs20 0 18 | class psin_vs20_Dynamic_Index 19 | { 20 | public: 21 | psin_vs20_Dynamic_Index() 22 | { 23 | } 24 | int GetIndex() 25 | { 26 | // Asserts to make sure that we aren't using any skipped combinations. 27 | // Asserts to make sure that we are setting all of the combination vars. 28 | #ifdef _DEBUG 29 | #endif // _DEBUG 30 | return 0; 31 | } 32 | }; 33 | #define shaderDynamicTest_psin_vs20 0 34 | -------------------------------------------------------------------------------- /src/shadereditor/solver/chlsl_solver_array.h: -------------------------------------------------------------------------------- 1 | #ifndef CHLSL_SOLVER_ARRAY_H 2 | #define CHLSL_SOLVER_ARRAY_H 3 | 4 | #include "editorcommon.h" 5 | 6 | class CHLSL_Solver_Array : public CHLSL_SolverBase 7 | { 8 | public: 9 | CHLSL_Solver_Array( HNODE nodeidx ); 10 | CHLSL_SolverBase *Copy(){ 11 | return new CHLSL_Solver_Array( *this ); }; 12 | CHLSL_Solver_Array( const CHLSL_Solver_Array &o ); 13 | ~CHLSL_Solver_Array(); 14 | 15 | void SetState( int iComps, int iSize_x, int iSize_y, 16 | Vector4D *vecData ); 17 | 18 | protected: 19 | virtual void OnVarInit( const WriteContext_FXC &context ); 20 | virtual void OnVarInit_PostStep(); 21 | virtual void OnIdentifierAlloc( IdentifierLists_t &List ); 22 | virtual void Render( Preview2DContext &c ); 23 | 24 | int m_iNumComps; 25 | int m_iSize_x; 26 | int m_iSize_y; 27 | Vector4D *m_vecData; 28 | }; 29 | 30 | #endif -------------------------------------------------------------------------------- /src/shadereditor/veditorflowgraphsheet.h: -------------------------------------------------------------------------------- 1 | #ifndef C_EDITOR_FG_SHEET_H 2 | #define C_EDITOR_FG_SHEET_H 3 | 4 | #include "vSheets.h" 5 | 6 | #include "vgui_controls/Controls.h" 7 | #include 8 | #include 9 | #include 10 | #include 11 | #include 12 | #include 13 | #include 14 | #include 15 | 16 | class CFlowGraphSheet : public PropertySheet 17 | { 18 | public: 19 | DECLARE_CLASS_SIMPLE( CFlowGraphSheet, PropertySheet ); 20 | 21 | CFlowGraphSheet( Panel *parent, const char *panelName, bool draggableTabs, bool closeableTabs ); 22 | ~CFlowGraphSheet(); 23 | 24 | protected: 25 | virtual void PerformLayout(); 26 | 27 | }; 28 | 29 | 30 | #endif -------------------------------------------------------------------------------- /src/shadereditor/nodes/postprocessing/vnode_pp_renderview.h: -------------------------------------------------------------------------------- 1 | #ifndef CNODE_PP_RENDERVIEW_H 2 | #define CNODE_PP_RENDERVIEW_H 3 | 4 | #include 5 | 6 | class CNodePP_RenderView : public CNodePP_Base 7 | { 8 | DECLARE_CLASS( CNodePP_RenderView, CNodePP_Base ); 9 | public: 10 | 11 | CNodePP_RenderView( CNodeView *p ); 12 | ~CNodePP_RenderView(); 13 | 14 | virtual int GetNodeType(){ return HLSLNODE_POSTPROCESSING_RENDER_VIEW; }; 15 | virtual int UpdateInputsValid(); 16 | 17 | virtual KeyValues *AllocateKeyValues( int NodeIndex ); 18 | virtual void RestoreFromKeyValues_Specific( KeyValues *pKV ); 19 | 20 | virtual const bool IsSceneNode(){ return m_bSceneDraw; }; 21 | 22 | private: 23 | virtual bool CreateSolvers(GenericShaderData *ShaderData); 24 | 25 | EditorRenderViewCommand_Data *m_ViewRenderData; 26 | bool m_bSceneDraw; 27 | 28 | }; 29 | 30 | #endif -------------------------------------------------------------------------------- /src/shadereditor/nodes/postprocessing/vnode_pp_mat.h: -------------------------------------------------------------------------------- 1 | #ifndef CNODE_PP_MAT_H 2 | #define CNODE_PP_MAT_H 3 | 4 | #include 5 | 6 | class CNodePP_Mat : public CNodePP_Base 7 | { 8 | DECLARE_CLASS( CNodePP_Mat, CNodePP_Base ); 9 | public: 10 | 11 | CNodePP_Mat( CNodeView *p ); 12 | ~CNodePP_Mat(); 13 | 14 | virtual int GetNodeType(){ return HLSLNODE_POSTPROCESSING_CREATE_MAT; }; 15 | virtual bool IsPreviewVisible(){ return false; }; 16 | virtual const bool IsPreviewEnabled(){ return false; }; 17 | virtual int UpdateInputsValid(); 18 | 19 | virtual KeyValues *AllocateKeyValues( int NodeIndex ); 20 | virtual void RestoreFromKeyValues_Specific( KeyValues *pKV ); 21 | 22 | private: 23 | virtual bool CreateSolvers(GenericShaderData *ShaderData); 24 | 25 | char m_szMatPath[MAX_PATH*4]; 26 | char *m_pszInlineVMT; 27 | 28 | bool m_bInline; 29 | }; 30 | 31 | #endif -------------------------------------------------------------------------------- /src/shadereditor/solver/chlsl_solver_callback.h: -------------------------------------------------------------------------------- 1 | #ifndef CHLSL_SOLVER_CALLBACK_H 2 | #define CHLSL_SOLVER_CALLBACK_H 3 | 4 | #include "editorcommon.h" 5 | 6 | class CHLSL_Solver_Callback : public CHLSL_SolverBase 7 | { 8 | public: 9 | CHLSL_Solver_Callback( HNODE nodeidx ) : CHLSL_SolverBase( nodeidx ) {}; 10 | CHLSL_SolverBase *Copy(){ 11 | return new CHLSL_Solver_Callback( *this ); }; 12 | CHLSL_Solver_Callback( const CHLSL_Solver_Callback &o ); 13 | ~CHLSL_Solver_Callback() 14 | { 15 | delete [] szName; 16 | }; 17 | 18 | void SetState( int index, const char *name, int numComps ); 19 | 20 | protected: 21 | virtual void OnVarInit( const WriteContext_FXC &context ); 22 | virtual void Render( Preview2DContext &c ); 23 | virtual void OnIdentifierAlloc( IdentifierLists_t &List ); 24 | 25 | char *szName; 26 | int iCallbackIndex; 27 | int iNumComps; 28 | }; 29 | 30 | #endif --------------------------------------------------------------------------------