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101 lines
3.5 KiB
101 lines
3.5 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: A wet version of base * lightmap |
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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 "particlesphere_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( ParticleSphere, ParticleSphere_DX8 ) |
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BEGIN_VS_SHADER_FLAGS( ParticleSphere_DX8, "Help for BumpmappedEnvMap", SHADER_NOT_EDITABLE ) |
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BEGIN_SHADER_PARAMS |
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SHADER_PARAM( USINGPIXELSHADER, SHADER_PARAM_TYPE_BOOL, "0", "Tells to client code whether the shader is using DX8 vertex/pixel shaders or not" ) |
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SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "bumpmap" ) |
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SHADER_PARAM( LIGHTS, SHADER_PARAM_TYPE_FOURCC, "", "array of lights" ) |
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SHADER_PARAM( LIGHT_POSITION, SHADER_PARAM_TYPE_VEC3, "0 0 0", "This is the directional light position." ) |
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SHADER_PARAM( LIGHT_COLOR, SHADER_PARAM_TYPE_VEC3, "1 1 1", "This is the directional light color." ) |
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END_SHADER_PARAMS |
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bool UsePixelShaders( IMaterialVar **params ) const |
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{ |
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return (!params || params[BUMPMAP]->IsDefined()) && g_pHardwareConfig->SupportsVertexAndPixelShaders(); |
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} |
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SHADER_INIT |
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{ |
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// If this would return false, then we should have fallen back to the DX6 one. |
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Assert( UsePixelShaders( params ) ); |
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params[USINGPIXELSHADER]->SetIntValue( true ); |
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LoadBumpMap( BUMPMAP ); |
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} |
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SHADER_FALLBACK |
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{ |
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if ( IsPC() && !UsePixelShaders(params) ) |
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{ |
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return "UnlitGeneric_DX6"; |
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} |
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return 0; |
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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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int tCoordDimensions[] = {2}; |
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pShaderShadow->VertexShaderVertexFormat( |
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VERTEX_POSITION | VERTEX_COLOR, 1, tCoordDimensions, 0 ); |
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pShaderShadow->EnableBlending( true ); |
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pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); |
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pShaderShadow->EnableDepthWrites( false ); |
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particlesphere_vs11_Static_Index vshIndex; |
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pShaderShadow->SetVertexShader( "ParticleSphere_vs11", vshIndex.GetIndex() ); |
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pShaderShadow->SetPixelShader( "ParticleSphere_ps11" ); |
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FogToFogColor(); |
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} |
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DYNAMIC_STATE |
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{ |
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BindTexture( SHADER_SAMPLER0, BUMPMAP ); |
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, params[LIGHT_POSITION]->GetVecValue() ); |
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// Separate the light color into something that has a max value of 1 and a scale |
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// so the vertex shader can determine if it's going to overflow the color and scale back |
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// if it needs to. |
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// |
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// (It does this by seeing if the intensity*1/distSqr is > 1. If so, then it scales it so |
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// it is equal to 1). |
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const float *f = params[LIGHT_COLOR]->GetVecValue(); |
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Vector vLightColor( f[0], f[1], f[2] ); |
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float flScale = max( vLightColor.x, max( vLightColor.y, vLightColor.z ) ); |
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if ( flScale < 0.01f ) |
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flScale = 0.01f; |
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float vScaleVec[3] = { flScale, flScale, flScale }; |
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vLightColor /= flScale; |
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, vLightColor.Base() ); |
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, vScaleVec ); |
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// Compute the vertex shader index. |
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particlesphere_vs11_Dynamic_Index vshIndex; |
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vshIndex.SetFOGTYPE( s_pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); |
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s_pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); |
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} |
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Draw(); |
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} |
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END_SHADER
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