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.
102 lines
2.9 KiB
102 lines
2.9 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
|
// |
|
// Purpose: |
|
// |
|
// $Header: $ |
|
// $NoKeywords: $ |
|
//=============================================================================// |
|
|
|
#include "BaseVSShader.h" |
|
|
|
#include "treeleaf_ps20.inc" |
|
#include "treeleaf_ps20b.inc" |
|
#include "treeleaf_vs20.inc" |
|
|
|
BEGIN_VS_SHADER_FLAGS( TreeLeaf, "Help for TreeLeaf", SHADER_NOT_EDITABLE ) |
|
|
|
BEGIN_SHADER_PARAMS |
|
SHADER_PARAM( LEAFCENTER, SHADER_PARAM_TYPE_VEC3, "[0 0 0]", "Center of leaf cluster for lighting" ) |
|
END_SHADER_PARAMS |
|
|
|
SHADER_INIT_PARAMS() |
|
{ |
|
} |
|
|
|
SHADER_FALLBACK |
|
{ |
|
if ( g_pHardwareConfig->GetDXSupportLevel() < 90 ) |
|
{ |
|
return "Wireframe"; |
|
} |
|
return 0; |
|
} |
|
|
|
SHADER_INIT |
|
{ |
|
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT ); |
|
|
|
if ( params[BASETEXTURE]->IsDefined() ) |
|
{ |
|
LoadTexture( BASETEXTURE ); |
|
} |
|
} |
|
|
|
SHADER_DRAW |
|
{ |
|
SHADOW_STATE |
|
{ |
|
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); |
|
|
|
pShaderShadow->EnableAlphaTest( true ); |
|
pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GREATER, 0.5f ); |
|
|
|
unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL; |
|
int numTexCoords = 1; |
|
pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 ); |
|
|
|
bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow(); |
|
|
|
DECLARE_STATIC_VERTEX_SHADER( treeleaf_vs20 ); |
|
SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, true ); |
|
SET_STATIC_VERTEX_SHADER_COMBO( USE_STATIC_CONTROL_FLOW, bUseStaticControlFlow ); |
|
SET_STATIC_VERTEX_SHADER( treeleaf_vs20 ); |
|
|
|
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
|
{ |
|
DECLARE_STATIC_PIXEL_SHADER( treeleaf_ps20b ); |
|
SET_STATIC_PIXEL_SHADER( treeleaf_ps20b ); |
|
} |
|
else |
|
{ |
|
DECLARE_STATIC_PIXEL_SHADER( treeleaf_ps20 ); |
|
SET_STATIC_PIXEL_SHADER( treeleaf_ps20 ); |
|
} |
|
|
|
// we are writing linear values from this shader. |
|
// This is kinda wrong. We are writing linear or gamma depending on "IsHDREnabled" below. |
|
// The COLOR really decides if we are gamma or linear. |
|
pShaderShadow->EnableSRGBWrite( false ); |
|
} |
|
DYNAMIC_STATE |
|
{ |
|
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); |
|
|
|
// We need the view matrix |
|
LoadViewMatrixIntoVertexShaderConstant( VERTEX_SHADER_VIEWMODEL ); |
|
|
|
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, params[ LEAFCENTER ]->GetVecValue() ); |
|
|
|
LightState_t lightState; |
|
pShaderAPI->GetDX9LightState( &lightState ); |
|
|
|
bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow(); |
|
|
|
DECLARE_DYNAMIC_VERTEX_SHADER( treeleaf_vs20 ); |
|
SET_DYNAMIC_VERTEX_SHADER_COMBO( DYNAMIC_LIGHT, lightState.HasDynamicLight() ); |
|
SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT, lightState.m_bStaticLightVertex ? 1 : 0 ); |
|
SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, bUseStaticControlFlow ? 0 : lightState.m_nNumLights ); |
|
SET_DYNAMIC_VERTEX_SHADER( treeleaf_vs20 ); |
|
} |
|
Draw( ); |
|
} |
|
END_SHADER
|
|
|