Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "BaseVSShader.h"
#include "teeth.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( Teeth, Teeth_DX8 )
BEGIN_VS_SHADER( Teeth_DX8, "Help for Teeth_DX8" )
BEGIN_SHADER_PARAMS
SHADER_PARAM( ILLUMFACTOR, SHADER_PARAM_TYPE_FLOAT, "1", "Amount to darken or brighten the teeth" )
SHADER_PARAM( FORWARD, SHADER_PARAM_TYPE_VEC3, "[1 0 0]", "Forward direction vector for teeth lighting" )
SHADER_PARAM( INTRO, SHADER_PARAM_TYPE_BOOL, "0", "is teeth in the ep1 intro" )
SHADER_PARAM( ENTITYORIGIN, SHADER_PARAM_TYPE_VEC3,"0.0","center if the model in world space" )
SHADER_PARAM( WARPPARAM, SHADER_PARAM_TYPE_FLOAT,"0.0","animation param between 0 and 1" )
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
// FLASHLIGHTFIXME
params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
if( !params[INTRO]->IsDefined() )
{
params[INTRO]->SetIntValue( 0 );
}
}
SHADER_FALLBACK
{
if ( IsPC() && ( g_pHardwareConfig->GetDXSupportLevel() < 80 || g_pConfig->bSoftwareLighting ) )
{
return "Teeth_dx6";
}
return 0;
}
SHADER_INIT
{
LoadTexture( FLASHLIGHTTEXTURE );
LoadTexture( BASETEXTURE );
}
void DrawUsingVertexShader( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
{
SHADOW_STATE
{
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->VertexShaderVertexFormat(
VERTEX_POSITION | VERTEX_NORMAL, 1, 0, 0 );
teeth_Static_Index vshIndex;
vshIndex.SetHALF_LAMBERT( IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT ) );
vshIndex.SetINTRO( params[INTRO]->GetIntValue() != 0 );
pShaderShadow->SetVertexShader( "Teeth", vshIndex.GetIndex() );
pShaderShadow->SetPixelShader( "VertexLitTexture_Overbright2" );
FogToFogColor();
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
SetAmbientCubeDynamicStateVertexShader();
Vector4D lighting;
params[FORWARD]->GetVecValue( lighting.Base(), 3 );
lighting[3] = params[ILLUMFACTOR]->GetFloatValue();
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, lighting.Base() );
teeth_Dynamic_Index vshIndex;
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 );
vshIndex.SetLIGHT_COMBO( pShaderAPI->GetCurrentLightCombo() );
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
if( params[INTRO]->GetIntValue() )
{
float curTime = params[WARPPARAM]->GetFloatValue();
float timeVec[4] = { 0.0f, 0.0f, 0.0f, curTime };
Assert( params[ENTITYORIGIN]->IsDefined() );
params[ENTITYORIGIN]->GetVecValue( timeVec, 3 );
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, timeVec, 1 );
}
}
Draw();
}
SHADER_DRAW
{
SHADOW_STATE
{
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
}
bool hasFlashlight = UsingFlashlight( params );
if( hasFlashlight )
{
DrawFlashlight_dx80( params, pShaderAPI, pShaderShadow, false, -1, -1, -1,
FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME, false, false, 0, -1, -1,
// Optional parameters, specific to teeth:
true, FORWARD, ILLUMFACTOR );
}
else
{
DrawUsingVertexShader( params, pShaderAPI, pShaderShadow );
}
}
END_SHADER