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138 lines
3.7 KiB
138 lines
3.7 KiB
//========= 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_ps20.inc" |
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#include "shadow_ps20b.inc" |
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#include "shadow_vs20.inc" |
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BEGIN_VS_SHADER_FLAGS( Shadow, "Help for Shadow", 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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/* |
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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 ( g_pHardwareConfig->GetDXSupportLevel() < 90 ) |
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{ |
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return "Shadow_DX8"; |
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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, TEXTUREFLAGS_SRGB ); |
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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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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); |
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// NOTE: This is deliberately this way round (instead of "DST_COLOR, ZERO"), |
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// since these two permutations produce *different* values on 360!! |
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// This was causing undue darkening of the framebuffer by these |
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// shadows, which was highly noticeable in very dark areas: |
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EnableAlphaBlending( SHADER_BLEND_ZERO, SHADER_BLEND_SRC_COLOR ); |
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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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DECLARE_STATIC_VERTEX_SHADER( shadow_vs20 ); |
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SET_STATIC_VERTEX_SHADER( shadow_vs20 ); |
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
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{ |
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DECLARE_STATIC_PIXEL_SHADER( shadow_ps20b ); |
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SET_STATIC_PIXEL_SHADER( shadow_ps20b ); |
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} |
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else |
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{ |
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DECLARE_STATIC_PIXEL_SHADER( shadow_ps20 ); |
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SET_STATIC_PIXEL_SHADER( shadow_ps20 ); |
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} |
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pShaderShadow->EnableSRGBWrite( true ); |
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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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SetPixelShaderConstantGammaToLinear( 1, COLOR ); |
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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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MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode(); |
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int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0; |
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DECLARE_DYNAMIC_VERTEX_SHADER( shadow_vs20 ); |
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex ); |
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SET_DYNAMIC_VERTEX_SHADER( shadow_vs20 ); |
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
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{ |
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DECLARE_DYNAMIC_PIXEL_SHADER( shadow_ps20b ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); |
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SET_DYNAMIC_PIXEL_SHADER( shadow_ps20b ); |
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} |
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else |
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{ |
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DECLARE_DYNAMIC_PIXEL_SHADER( shadow_ps20 ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); |
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SET_DYNAMIC_PIXEL_SHADER( shadow_ps20 ); |
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} |
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float eyePos[4]; |
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pShaderAPI->GetWorldSpaceCameraPosition( eyePos ); |
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pShaderAPI->SetPixelShaderConstant( 2, eyePos, 1 ); |
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pShaderAPI->SetPixelShaderFogParams( 3 ); |
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} |
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Draw( ); |
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} |
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END_SHADER
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