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136 lines
3.9 KiB
136 lines
3.9 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Header: $
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// $NoKeywords: $
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//=============================================================================//
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#include "BaseVSShader.h"
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#include "shadow_vs14.inc"
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#include "unlitgeneric_vs11.inc"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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DEFINE_FALLBACK_SHADER( Shadow, Shadow_DX8 )
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BEGIN_VS_SHADER_FLAGS( Shadow_DX8, "Help for Shadow_DX8", SHADER_NOT_EDITABLE )
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BEGIN_SHADER_PARAMS
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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// FIXME: Need fallback for dx5, don't fade out shadows, just pop them out
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/*
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The alpha blending state either must be:
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Src Color * Dst Color + Dst Color * 0
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(src color = C*A + 1-A)
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or
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// Can't be this, doesn't work with fog
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Src Color * Dst Color + Dst Color * (1-Src Alpha)
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(src color = C * A, Src Alpha = A)
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*/
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}
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SHADER_FALLBACK
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{
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if ( IsPC() && g_pHardwareConfig->GetDXSupportLevel() < 80 )
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{
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return "Shadow_DX6";
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}
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return 0;
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}
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SHADER_INIT
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{
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LoadTexture( BASETEXTURE );
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}
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SHADER_DRAW
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{
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SHADOW_STATE
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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if ( g_pHardwareConfig->SupportsPixelShaders_1_4() )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
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}
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EnableAlphaBlending( SHADER_BLEND_DST_COLOR, SHADER_BLEND_ZERO );
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unsigned int flags = VERTEX_POSITION | VERTEX_COLOR;
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int numTexCoords = 1;
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pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 );
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if( g_pHardwareConfig->GetDXSupportLevel() >= 81 )
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{
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shadow_vs14_Static_Index vshIndex;
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pShaderShadow->SetVertexShader( "Shadow_vs14", vshIndex.GetIndex() );
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pShaderShadow->SetPixelShader( "Shadow_ps14" );
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}
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else
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{
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unlitgeneric_vs11_Static_Index vshIndex;
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vshIndex.SetDETAIL( false );
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vshIndex.SetENVMAP( false );
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vshIndex.SetENVMAPCAMERASPACE( false );
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vshIndex.SetENVMAPSPHERE( false );
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vshIndex.SetVERTEXCOLOR( true );
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vshIndex.SetSEPARATEDETAILUVS( false );
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pShaderShadow->SetVertexShader( "UnlitGeneric_vs11", vshIndex.GetIndex() );
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pShaderShadow->SetPixelShader( "Shadow" );
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}
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// We need to fog to *white* regardless of overbrighting...
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FogToWhite();
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}
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DYNAMIC_STATE
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{
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
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SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
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SetPixelShaderConstant( 1, COLOR );
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if ( g_pHardwareConfig->GetDXSupportLevel() >= 81 )
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{
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BindTexture( SHADER_SAMPLER1, BASETEXTURE, FRAME );
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BindTexture( SHADER_SAMPLER2, BASETEXTURE, FRAME );
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BindTexture( SHADER_SAMPLER3, BASETEXTURE, FRAME );
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BindTexture( SHADER_SAMPLER4, BASETEXTURE, FRAME );
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// Get texture dimensions...
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int nWidth = 16;
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int nHeight = 16;
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ITexture *pTexture = params[BASETEXTURE]->GetTextureValue();
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if (pTexture)
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{
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nWidth = pTexture->GetActualWidth();
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nHeight = pTexture->GetActualHeight();
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}
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Vector4D vecJitter( 1.0 / nWidth, 1.0 / nHeight, 0.0, 0.0 );
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, vecJitter.Base() );
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vecJitter.y *= -1.0f;
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, vecJitter.Base() );
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shadow_vs14_Dynamic_Index vshIndex;
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
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}
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else
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{
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unlitgeneric_vs11_Dynamic_Index vshIndex;
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 );
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
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}
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}
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Draw( );
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}
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END_SHADER
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