You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
420 lines
15 KiB
420 lines
15 KiB
5 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
// $NoKeywords: $
|
||
|
//===========================================================================//
|
||
|
|
||
|
|
||
|
#include "BaseVSShader.h"
|
||
|
#include "mathlib/vmatrix.h"
|
||
|
|
||
|
#include "water_vs11.inc"
|
||
|
#include "watercheappervertexfresnel_vs11.inc"
|
||
|
#include "watercheap_vs11.inc"
|
||
|
|
||
|
// memdbgon must be the last include file in a .cpp file!!!
|
||
|
#include "tier0/memdbgon.h"
|
||
|
|
||
|
BEGIN_VS_SHADER( Water_DX80,
|
||
|
"Help for Water_DX80" )
|
||
|
|
||
|
BEGIN_SHADER_PARAMS
|
||
|
SHADER_PARAM( REFRACTTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" )
|
||
|
SHADER_PARAM( REFLECTTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "_rt_WaterReflection", "" )
|
||
|
SHADER_PARAM( REFRACTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "0", "" )
|
||
|
SHADER_PARAM( REFRACTTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "refraction tint" )
|
||
|
SHADER_PARAM( REFLECTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "0", "" )
|
||
|
SHADER_PARAM( REFLECTTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "reflection tint" )
|
||
|
SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "", "dudv bump map" )
|
||
|
SHADER_PARAM( NORMALMAP, SHADER_PARAM_TYPE_TEXTURE, "", "normal map" )
|
||
|
SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" )
|
||
|
SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" )
|
||
|
SHADER_PARAM( SCALE, SHADER_PARAM_TYPE_VEC2, "[1 1]", "" )
|
||
|
SHADER_PARAM( TIME, SHADER_PARAM_TYPE_FLOAT, "", "" )
|
||
|
SHADER_PARAM( WATERDEPTH, SHADER_PARAM_TYPE_FLOAT, "", "" )
|
||
|
SHADER_PARAM( CHEAPWATERSTARTDISTANCE, SHADER_PARAM_TYPE_FLOAT, "", "This is the distance from the eye in inches that the shader should start transitioning to a cheaper water shader." )
|
||
|
SHADER_PARAM( CHEAPWATERENDDISTANCE, SHADER_PARAM_TYPE_FLOAT, "", "This is the distance from the eye in inches that the shader should finish transitioning to a cheaper water shader." )
|
||
|
SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "env_cubemap", "envmap" )
|
||
|
SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" )
|
||
|
SHADER_PARAM( FOGCOLOR, SHADER_PARAM_TYPE_COLOR, "", "" )
|
||
|
SHADER_PARAM( FORCECHEAP, SHADER_PARAM_TYPE_INTEGER, "", "" )
|
||
|
SHADER_PARAM( FORCEEXPENSIVE, SHADER_PARAM_TYPE_BOOL, "", "" )
|
||
|
SHADER_PARAM( REFLECTENTITIES, SHADER_PARAM_TYPE_BOOL, "", "" )
|
||
|
SHADER_PARAM( REFLECTBLENDFACTOR, SHADER_PARAM_TYPE_FLOAT, "1.0", "" )
|
||
|
SHADER_PARAM( NOFRESNEL, SHADER_PARAM_TYPE_BOOL, "0", "" )
|
||
|
END_SHADER_PARAMS
|
||
|
|
||
|
SHADER_INIT_PARAMS()
|
||
|
{
|
||
|
SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
|
||
|
if( !params[CHEAPWATERSTARTDISTANCE]->IsDefined() )
|
||
|
{
|
||
|
params[CHEAPWATERSTARTDISTANCE]->SetFloatValue( 500.0f );
|
||
|
}
|
||
|
if( !params[CHEAPWATERENDDISTANCE]->IsDefined() )
|
||
|
{
|
||
|
params[CHEAPWATERENDDISTANCE]->SetFloatValue( 1000.0f );
|
||
|
}
|
||
|
if( !params[SCALE]->IsDefined() )
|
||
|
{
|
||
|
params[SCALE]->SetVecValue( 1.0f, 1.0f );
|
||
|
}
|
||
|
if( !params[FOGCOLOR]->IsDefined() )
|
||
|
{
|
||
|
params[FOGCOLOR]->SetVecValue( 1.0f, 0.0f, 0.0f );
|
||
|
Warning( "material %s needs to have a $fogcolor.\n", pMaterialName );
|
||
|
}
|
||
|
if( !params[REFLECTENTITIES]->IsDefined() )
|
||
|
{
|
||
|
params[REFLECTENTITIES]->SetIntValue( 0 );
|
||
|
}
|
||
|
if( !params[FORCEEXPENSIVE]->IsDefined() )
|
||
|
{
|
||
|
params[FORCEEXPENSIVE]->SetIntValue( 0 );
|
||
|
}
|
||
|
if( !params[REFLECTBLENDFACTOR]->IsDefined() )
|
||
|
{
|
||
|
params[REFLECTBLENDFACTOR]->SetFloatValue( 1.0f );
|
||
|
}
|
||
|
if( params[FORCEEXPENSIVE]->GetIntValue() && params[FORCECHEAP]->GetIntValue() )
|
||
|
{
|
||
|
params[FORCEEXPENSIVE]->SetIntValue( 0 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
SHADER_FALLBACK
|
||
|
{
|
||
|
if ( IsPC() && ( g_pHardwareConfig->GetDXSupportLevel() < 80 || !g_pHardwareConfig->HasProjectedBumpEnv() ) )
|
||
|
{
|
||
|
return "Water_DX60";
|
||
|
}
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
SHADER_INIT
|
||
|
{
|
||
|
Assert( params[WATERDEPTH]->IsDefined() );
|
||
|
if( params[REFRACTTEXTURE]->IsDefined() )
|
||
|
{
|
||
|
LoadTexture( REFRACTTEXTURE );
|
||
|
}
|
||
|
if( params[REFLECTTEXTURE]->IsDefined() )
|
||
|
{
|
||
|
LoadTexture( REFLECTTEXTURE );
|
||
|
}
|
||
|
if (params[BUMPMAP]->IsDefined() )
|
||
|
{
|
||
|
LoadTexture( BUMPMAP );
|
||
|
}
|
||
|
if (params[ENVMAP]->IsDefined() )
|
||
|
{
|
||
|
LoadCubeMap( ENVMAP );
|
||
|
}
|
||
|
if (params[NORMALMAP]->IsDefined() )
|
||
|
{
|
||
|
LoadBumpMap( NORMALMAP );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
inline void SetCheapWaterFactors( IMaterialVar **params, IShaderDynamicAPI* pShaderAPI, int nConstantReg )
|
||
|
{
|
||
|
float flCheapWaterStartDistance = params[CHEAPWATERSTARTDISTANCE]->GetFloatValue();
|
||
|
float flCheapWaterEndDistance = params[CHEAPWATERENDDISTANCE]->GetFloatValue();
|
||
|
float flCheapWaterConstants[4] =
|
||
|
{
|
||
|
flCheapWaterStartDistance,
|
||
|
1.0f / ( flCheapWaterEndDistance - flCheapWaterStartDistance ),
|
||
|
0.0f,
|
||
|
0.0f
|
||
|
};
|
||
|
pShaderAPI->SetVertexShaderConstant( nConstantReg, flCheapWaterConstants );
|
||
|
}
|
||
|
|
||
|
inline void DrawReflection( IMaterialVar **params, IShaderShadow* pShaderShadow,
|
||
|
IShaderDynamicAPI* pShaderAPI, bool bBlendReflection )
|
||
|
{
|
||
|
SHADOW_STATE
|
||
|
{
|
||
|
SetInitialShadowState( );
|
||
|
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
|
||
|
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
|
||
|
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
|
||
|
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
|
||
|
|
||
|
int fmt = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_TANGENT_S | VERTEX_TANGENT_T;
|
||
|
pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
|
||
|
if( bBlendReflection )
|
||
|
{
|
||
|
EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
|
||
|
}
|
||
|
|
||
|
water_vs11_Static_Index vshIndex;
|
||
|
pShaderShadow->SetVertexShader( "Water_vs11", vshIndex.GetIndex() );
|
||
|
|
||
|
pShaderShadow->SetPixelShader( "WaterReflect_ps11", 0 );
|
||
|
|
||
|
FogToFogColor();
|
||
|
}
|
||
|
DYNAMIC_STATE
|
||
|
{
|
||
|
pShaderAPI->SetDefaultState();
|
||
|
|
||
|
// The dx9.0c runtime says that we shouldn't have a non-zero dimension when using vertex and pixel shaders.
|
||
|
pShaderAPI->SetTextureTransformDimension( SHADER_TEXTURE_STAGE1, 0, true );
|
||
|
|
||
|
float fReflectionAmount = params[REFLECTAMOUNT]->GetFloatValue();
|
||
|
pShaderAPI->SetBumpEnvMatrix( SHADER_TEXTURE_STAGE1, fReflectionAmount, 0.0f, 0.0f, fReflectionAmount );
|
||
|
|
||
|
BindTexture( SHADER_SAMPLER0, BUMPMAP, BUMPFRAME );
|
||
|
BindTexture( SHADER_SAMPLER1, REFLECTTEXTURE, -1 );
|
||
|
BindTexture( SHADER_SAMPLER2, NORMALMAP, BUMPFRAME );
|
||
|
pShaderAPI->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_NORMALIZATION_CUBEMAP );
|
||
|
pShaderAPI->SetVertexShaderIndex( 0 );
|
||
|
|
||
|
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, BUMPTRANSFORM );
|
||
|
|
||
|
// used to invert y
|
||
|
float c[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
|
||
|
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, c, 1 );
|
||
|
|
||
|
SetPixelShaderConstant( 0, REFLECTTINT );
|
||
|
|
||
|
water_vs11_Dynamic_Index vshIndex;
|
||
|
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
|
||
|
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
|
||
|
}
|
||
|
Draw();
|
||
|
}
|
||
|
|
||
|
inline void DrawRefraction( IMaterialVar **params, IShaderShadow* pShaderShadow,
|
||
|
IShaderDynamicAPI* pShaderAPI )
|
||
|
{
|
||
|
SHADOW_STATE
|
||
|
{
|
||
|
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
|
||
|
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
|
||
|
int fmt = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_TANGENT_S | VERTEX_TANGENT_T;
|
||
|
pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
|
||
|
|
||
|
water_vs11_Static_Index vshIndex;
|
||
|
pShaderShadow->SetVertexShader( "Water_vs11", vshIndex.GetIndex() );
|
||
|
|
||
|
pShaderShadow->SetPixelShader( "WaterRefract_ps11", 0 );
|
||
|
FogToFogColor();
|
||
|
}
|
||
|
DYNAMIC_STATE
|
||
|
{
|
||
|
// The dx9.0c runtime says that we shouldn't have a non-zero dimension when using vertex and pixel shaders.
|
||
|
pShaderAPI->SetTextureTransformDimension( SHADER_TEXTURE_STAGE1, 0, true );
|
||
|
float fRefractionAmount = params[REFRACTAMOUNT]->GetFloatValue();
|
||
|
pShaderAPI->SetBumpEnvMatrix( SHADER_TEXTURE_STAGE1, fRefractionAmount, 0.0f, 0.0f, fRefractionAmount );
|
||
|
BindTexture( SHADER_SAMPLER0, BUMPMAP, BUMPFRAME );
|
||
|
BindTexture( SHADER_SAMPLER1, REFRACTTEXTURE );
|
||
|
|
||
|
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, BUMPTRANSFORM );
|
||
|
|
||
|
// used to invert y
|
||
|
float c[4] = { 0.0f, 0.0f, 0.0f, -1.0f };
|
||
|
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, c, 1 );
|
||
|
|
||
|
SetPixelShaderConstant( 0, REFRACTTINT );
|
||
|
|
||
|
water_vs11_Dynamic_Index vshIndex;
|
||
|
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
|
||
|
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
|
||
|
}
|
||
|
Draw();
|
||
|
}
|
||
|
|
||
|
inline void DrawRefractionForFresnel( IMaterialVar **params, IShaderShadow* pShaderShadow,
|
||
|
IShaderDynamicAPI* pShaderAPI )
|
||
|
{
|
||
|
SHADOW_STATE
|
||
|
{
|
||
|
pShaderShadow->EnableAlphaWrites( true );
|
||
|
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
|
||
|
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
|
||
|
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
|
||
|
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
|
||
|
|
||
|
int fmt = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_TANGENT_S | VERTEX_TANGENT_T;
|
||
|
pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
|
||
|
|
||
|
water_vs11_Static_Index vshIndex;
|
||
|
pShaderShadow->SetVertexShader( "Water_vs11", vshIndex.GetIndex() );
|
||
|
|
||
|
pShaderShadow->SetPixelShader( "WaterRefractFresnel_ps11", 0 );
|
||
|
FogToFogColor();
|
||
|
}
|
||
|
DYNAMIC_STATE
|
||
|
{
|
||
|
// The dx9.0c runtime says that we shouldn't have a non-zero dimension when using vertex and pixel shaders.
|
||
|
pShaderAPI->SetTextureTransformDimension( SHADER_TEXTURE_STAGE1, 0, true );
|
||
|
float fRefractionAmount = params[REFRACTAMOUNT]->GetFloatValue();
|
||
|
pShaderAPI->SetBumpEnvMatrix( SHADER_TEXTURE_STAGE1, fRefractionAmount, 0.0f, 0.0f, fRefractionAmount );
|
||
|
BindTexture( SHADER_SAMPLER0, BUMPMAP, BUMPFRAME );
|
||
|
BindTexture( SHADER_SAMPLER1, REFRACTTEXTURE );
|
||
|
BindTexture( SHADER_SAMPLER2, NORMALMAP, BUMPFRAME );
|
||
|
s_pShaderAPI->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_NORMALIZATION_CUBEMAP );
|
||
|
|
||
|
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, BUMPTRANSFORM );
|
||
|
SetCheapWaterFactors( params, pShaderAPI, VERTEX_SHADER_SHADER_SPECIFIC_CONST_3 );
|
||
|
|
||
|
// used to invert y
|
||
|
float c[4] = { 0.0f, 0.0f, 0.0f, -1.0f };
|
||
|
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, c, 1 );
|
||
|
|
||
|
SetPixelShaderConstant( 0, REFRACTTINT );
|
||
|
|
||
|
water_vs11_Dynamic_Index vshIndex;
|
||
|
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
|
||
|
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
|
||
|
}
|
||
|
Draw();
|
||
|
}
|
||
|
|
||
|
inline void DrawCheapWater( IMaterialVar **params, IShaderShadow* pShaderShadow,
|
||
|
IShaderDynamicAPI* pShaderAPI, bool bBlend, bool bBlendFresnel, bool bNoPerVertexFresnel )
|
||
|
{
|
||
|
SHADOW_STATE
|
||
|
{
|
||
|
SetInitialShadowState( );
|
||
|
|
||
|
// In edit mode, use nocull
|
||
|
if ( UsingEditor( params ) )
|
||
|
{
|
||
|
s_pShaderShadow->EnableCulling( false );
|
||
|
}
|
||
|
|
||
|
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
|
||
|
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
|
||
|
if( bBlend )
|
||
|
{
|
||
|
if ( bBlendFresnel )
|
||
|
{
|
||
|
EnableAlphaBlending( SHADER_BLEND_DST_ALPHA, SHADER_BLEND_ONE_MINUS_DST_ALPHA );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
pShaderShadow->VertexShaderVertexFormat(
|
||
|
VERTEX_POSITION | VERTEX_NORMAL | VERTEX_TANGENT_S |
|
||
|
VERTEX_TANGENT_T, 1, 0, 0 );
|
||
|
|
||
|
if( bNoPerVertexFresnel )
|
||
|
{
|
||
|
watercheap_vs11_Static_Index vshIndex;
|
||
|
pShaderShadow->SetVertexShader( "WaterCheap_vs11", vshIndex.GetIndex() );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
watercheappervertexfresnel_vs11_Static_Index vshIndex;
|
||
|
pShaderShadow->SetVertexShader( "WaterCheapPerVertexFresnel_vs11", vshIndex.GetIndex() );
|
||
|
}
|
||
|
|
||
|
static const char *s_pPixelShaderName[] =
|
||
|
{
|
||
|
"WaterCheapOpaque_ps11",
|
||
|
"WaterCheap_ps11",
|
||
|
"WaterCheapNoFresnelOpaque_ps11",
|
||
|
"WaterCheapNoFresnel_ps11",
|
||
|
};
|
||
|
|
||
|
int nPshIndex = 0;
|
||
|
if ( bBlend ) nPshIndex |= 0x1;
|
||
|
if ( bNoPerVertexFresnel ) nPshIndex |= 0x2;
|
||
|
pShaderShadow->SetPixelShader( s_pPixelShaderName[nPshIndex] );
|
||
|
|
||
|
FogToFogColor();
|
||
|
}
|
||
|
DYNAMIC_STATE
|
||
|
{
|
||
|
pShaderAPI->SetDefaultState();
|
||
|
BindTexture( SHADER_SAMPLER0, NORMALMAP, BUMPFRAME );
|
||
|
BindTexture( SHADER_SAMPLER3, ENVMAP, ENVMAPFRAME );
|
||
|
|
||
|
if( bBlend && !bBlendFresnel )
|
||
|
{
|
||
|
SetCheapWaterFactors( params, pShaderAPI, VERTEX_SHADER_SHADER_SPECIFIC_CONST_2 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
float flCheapWaterConstants[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
|
||
|
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, flCheapWaterConstants );
|
||
|
}
|
||
|
|
||
|
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BUMPTRANSFORM );
|
||
|
|
||
|
SetPixelShaderConstant( 0, FOGCOLOR );
|
||
|
SetPixelShaderConstant( 1, REFLECTTINT, REFLECTBLENDFACTOR );
|
||
|
|
||
|
if( bNoPerVertexFresnel )
|
||
|
{
|
||
|
watercheap_vs11_Dynamic_Index vshIndex;
|
||
|
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
|
||
|
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
watercheappervertexfresnel_vs11_Dynamic_Index vshIndex;
|
||
|
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
|
||
|
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
|
||
|
}
|
||
|
}
|
||
|
Draw();
|
||
|
}
|
||
|
|
||
|
SHADER_DRAW
|
||
|
{
|
||
|
// NOTE: Here's what all this means.
|
||
|
// 1) ForceCheap means use env_cubemap only
|
||
|
// 2) ForceExpensive means do real reflection instead of env_cubemap.
|
||
|
// By default, it will do refraction and use env_cubemap for the reflection.
|
||
|
// If dest alpha is available, it will also use dest alpha for a fresnel term.
|
||
|
// otherwise there will be no fresnel term as it looks bizzare.
|
||
|
|
||
|
bool bBlendReflection = false;
|
||
|
bool bForceCheap = params[FORCECHEAP]->GetIntValue() != 0 || UsingEditor( params );
|
||
|
bool bForceExpensive = !bForceCheap && (params[FORCEEXPENSIVE]->GetIntValue() != 0);
|
||
|
bool bRefraction = params[REFRACTTEXTURE]->IsTexture();
|
||
|
bool bReflection = bForceExpensive && params[REFLECTTEXTURE]->IsTexture();
|
||
|
bool bReflectionUseFresnel = false;
|
||
|
|
||
|
// Can't do fresnel when forcing cheap or if there's no refraction
|
||
|
if( !bForceCheap )
|
||
|
{
|
||
|
if( bRefraction )
|
||
|
{
|
||
|
// NOTE: Expensive reflection does the fresnel correctly per-pixel
|
||
|
if ( g_pHardwareConfig->HasDestAlphaBuffer() && !bReflection && !params[NOFRESNEL]->GetIntValue() )
|
||
|
{
|
||
|
DrawRefractionForFresnel( params, pShaderShadow, pShaderAPI );
|
||
|
bReflectionUseFresnel = true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
DrawRefraction( params, pShaderShadow, pShaderAPI );
|
||
|
}
|
||
|
bBlendReflection = true;
|
||
|
}
|
||
|
if( bReflection )
|
||
|
{
|
||
|
DrawReflection( params, pShaderShadow, pShaderAPI, bBlendReflection );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Use $decal to see if we are a decal or not. . if we are, then don't bother
|
||
|
// drawing the cheap version for now since we don't have access to env_cubemap
|
||
|
if( !bReflection && params[ENVMAP]->IsTexture() && !IS_FLAG_SET( MATERIAL_VAR_DECAL ) )
|
||
|
{
|
||
|
bool bNoPerVertexFresnel = ( params[NOFRESNEL]->GetIntValue() || bReflectionUseFresnel || bForceCheap || !bRefraction );
|
||
|
DrawCheapWater( params, pShaderShadow, pShaderAPI, bBlendReflection, bReflectionUseFresnel, bNoPerVertexFresnel );
|
||
|
}
|
||
|
}
|
||
|
END_SHADER
|
||
|
|