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111 lines
4.6 KiB
111 lines
4.6 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#include "BaseVSShader.h" |
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#include "convar.h" |
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#include "refract_dx9_helper.h" |
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DEFINE_FALLBACK_SHADER( Refract, Refract_DX90 ) |
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BEGIN_VS_SHADER( Refract_DX90, "Help for Refract" ) |
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BEGIN_SHADER_PARAMS |
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SHADER_PARAM_OVERRIDE( COLOR, SHADER_PARAM_TYPE_COLOR, "{255 255 255}", "unused", SHADER_PARAM_NOT_EDITABLE ) |
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SHADER_PARAM_OVERRIDE( ALPHA, SHADER_PARAM_TYPE_FLOAT, "1.0", "unused", SHADER_PARAM_NOT_EDITABLE ) |
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SHADER_PARAM( REFRACTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "2", "" ) |
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SHADER_PARAM( REFRACTTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "refraction tint" ) |
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SHADER_PARAM( NORMALMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "normal map" ) |
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SHADER_PARAM( NORMALMAP2, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "normal map" ) |
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SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $normalmap" ) |
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SHADER_PARAM( BUMPFRAME2, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $normalmap" ) |
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SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$normalmap texcoord transform" ) |
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SHADER_PARAM( BUMPTRANSFORM2, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$normalmap texcoord transform" ) |
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SHADER_PARAM( TIME, SHADER_PARAM_TYPE_FLOAT, "0.0f", "" ) |
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SHADER_PARAM( BLURAMOUNT, SHADER_PARAM_TYPE_INTEGER, "1", "0, 1, or 2 for how much blur you want" ) |
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SHADER_PARAM( FADEOUTONSILHOUETTE, SHADER_PARAM_TYPE_BOOL, "1", "0 for no fade out on silhouette, 1 for fade out on sillhouette" ) |
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SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" ) |
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SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "envmap frame number" ) |
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SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" ) |
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SHADER_PARAM( ENVMAPCONTRAST, SHADER_PARAM_TYPE_FLOAT, "0.0", "contrast 0 == normal 1 == color*color" ) |
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SHADER_PARAM( ENVMAPSATURATION, SHADER_PARAM_TYPE_FLOAT, "1.0", "saturation 0 == greyscale 1 == normal" ) |
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SHADER_PARAM( REFRACTTINTTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shield", "" ) |
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SHADER_PARAM( REFRACTTINTTEXTUREFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" ) |
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SHADER_PARAM( FRESNELREFLECTION, SHADER_PARAM_TYPE_FLOAT, "1.0", "1.0 == mirror, 0.0 == water" ) |
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SHADER_PARAM( NOWRITEZ, SHADER_PARAM_TYPE_INTEGER, "0", "0 == write z, 1 = no write z" ) |
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SHADER_PARAM( MASKED, SHADER_PARAM_TYPE_BOOL, "0", "mask using dest alpha" ) |
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SHADER_PARAM( VERTEXCOLORMODULATE, SHADER_PARAM_TYPE_BOOL, "0","Use the vertex color to effect refract color. alpha will adjust refract amount" ) |
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SHADER_PARAM( FORCEALPHAWRITE, SHADER_PARAM_TYPE_BOOL, "0","Force the material to write alpha to the dest buffer" ) |
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END_SHADER_PARAMS |
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// FIXME: doesn't support Fresnel! |
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void SetupVars( Refract_DX9_Vars_t& info ) |
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{ |
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info.m_nBaseTexture = BASETEXTURE; |
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info.m_nFrame = FRAME; |
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info.m_nRefractAmount = REFRACTAMOUNT; |
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info.m_nRefractTint = REFRACTTINT; |
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info.m_nNormalMap = NORMALMAP; |
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info.m_nNormalMap2 = NORMALMAP2; |
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info.m_nBumpFrame = BUMPFRAME; |
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info.m_nBumpFrame2 = BUMPFRAME2; |
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info.m_nBumpTransform = BUMPTRANSFORM; |
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info.m_nBumpTransform2 = BUMPTRANSFORM2; |
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info.m_nBlurAmount = BLURAMOUNT; |
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info.m_nFadeOutOnSilhouette = FADEOUTONSILHOUETTE; |
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info.m_nEnvmap = ENVMAP; |
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info.m_nEnvmapFrame = ENVMAPFRAME; |
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info.m_nEnvmapTint = ENVMAPTINT; |
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info.m_nEnvmapContrast = ENVMAPCONTRAST; |
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info.m_nEnvmapSaturation = ENVMAPSATURATION; |
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info.m_nRefractTintTexture = REFRACTTINTTEXTURE; |
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info.m_nRefractTintTextureFrame = REFRACTTINTTEXTUREFRAME; |
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info.m_nFresnelReflection = FRESNELREFLECTION; |
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info.m_nNoWriteZ = NOWRITEZ; |
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info.m_nMasked = MASKED; |
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info.m_nVertexColorModulate = VERTEXCOLORMODULATE; |
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info.m_nForceAlphaWrite = FORCEALPHAWRITE; |
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} |
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SHADER_INIT_PARAMS() |
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{ |
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Refract_DX9_Vars_t info; |
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SetupVars( info ); |
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InitParamsRefract_DX9( this, params, pMaterialName, info ); |
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} |
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SHADER_FALLBACK |
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{ |
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if( g_pHardwareConfig->GetDXSupportLevel() < 82 ) |
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return "Refract_DX80"; |
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return 0; |
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} |
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SHADER_INIT |
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{ |
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Refract_DX9_Vars_t info; |
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SetupVars( info ); |
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InitRefract_DX9( this, params, info ); |
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} |
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SHADER_DRAW |
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{ |
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Refract_DX9_Vars_t info; |
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SetupVars( info ); |
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// If ( snapshotting ) or ( we need to draw this frame ) |
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bool bHasFlashlight = this->UsingFlashlight( params ); |
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if ( ( pShaderShadow != NULL ) || ( bHasFlashlight == false ) ) |
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{ |
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DrawRefract_DX9( this, params, pShaderAPI, pShaderShadow, info, vertexCompression ); |
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} |
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else |
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{ |
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Draw( false ); |
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} |
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} |
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END_SHADER
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