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90 lines
2.7 KiB
90 lines
2.7 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 "shaderlib/cshader.h" |
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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( Shadow, Shadow_DX6 ) |
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BEGIN_SHADER_FLAGS( Shadow_DX6, "Help for Shadow_DX6", 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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// FIXME: Need fallback for dx5, don't fade out shadows, just pop them out |
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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_INIT |
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{ |
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if (params[BASETEXTURE]->IsDefined()) |
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LoadTexture( BASETEXTURE ); |
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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->EnableTexture( SHADER_SAMPLER1, true ); |
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// To accomplish shadow fading, subtract vertex alpha from texture alpha |
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// color channel isn't used... |
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pShaderShadow->EnableCustomPixelPipe( true ); |
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pShaderShadow->CustomTextureStages( 2 ); |
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, |
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SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_SELECTARG1, |
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SHADER_TEXARG_TEXTURE, SHADER_TEXARG_VERTEXCOLOR ); |
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, |
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SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SUBTRACT, |
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SHADER_TEXARG_TEXTURE, SHADER_TEXARG_VERTEXCOLOR ); |
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// Blend between white and the vertex color... |
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1, |
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SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_BLEND_PREVIOUSSTAGEALPHA, |
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SHADER_TEXARG_CONSTANTCOLOR, SHADER_TEXARG_TEXTURE ); |
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1, |
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SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1, |
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SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_VERTEXCOLOR ); |
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EnableAlphaBlending( SHADER_BLEND_DST_COLOR, SHADER_BLEND_ZERO ); |
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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_COLOR | |
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SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_TEXCOORD1 ); |
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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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BindTexture( SHADER_SAMPLER1, BASETEXTURE, FRAME ); |
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SetFixedFunctionTextureTransform( MATERIAL_TEXTURE0, BASETEXTURETRANSFORM ); |
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SetFixedFunctionTextureTransform( MATERIAL_TEXTURE1, BASETEXTURETRANSFORM ); |
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// The constant color is the shadow color... |
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SetColorState( COLOR ); |
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} |
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Draw( ); |
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} |
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END_SHADER
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