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.
169 lines
6.0 KiB
169 lines
6.0 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
|
// |
|
// Purpose: |
|
// |
|
// $NoKeywords: $ |
|
//=============================================================================// |
|
|
|
#include "BaseVSShader.h" |
|
|
|
#include "bumpmappedenvmap.inc" |
|
|
|
#include "lightmappedgeneric_vs11.inc" |
|
|
|
// memdbgon must be the last include file in a .cpp file!!! |
|
#include "tier0/memdbgon.h" |
|
|
|
// FIXME: Need to make a dx9 version so that "CENTROID" works. |
|
|
|
BEGIN_VS_SHADER( GooInGlass, |
|
"Help for GooInGlass" ) |
|
|
|
BEGIN_SHADER_PARAMS |
|
SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/GooInGlass", "Base texture", 0 ) |
|
SHADER_PARAM_OVERRIDE( COLOR, SHADER_PARAM_TYPE_COLOR, "{255 255 255}", "unused", SHADER_PARAM_NOT_EDITABLE ) |
|
SHADER_PARAM_OVERRIDE( ALPHA, SHADER_PARAM_TYPE_FLOAT, "1.0", "unused", SHADER_PARAM_NOT_EDITABLE ) |
|
SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/GooInGlass_normal", "bump map" ) |
|
SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bump texcoord transform" ) |
|
SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/GooInGlass_env", "envmap" ) |
|
SHADER_PARAM( GLASSENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/GooInGlass_envglass", "Glass Envmap" ) |
|
SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" ) |
|
SHADER_PARAM( GLASSENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" ) |
|
SHADER_PARAM( TRANSLUCENTGOO, SHADER_PARAM_TYPE_BOOL, "0", "whether or not goo is translucent" ) |
|
END_SHADER_PARAMS |
|
|
|
SHADER_INIT |
|
{ |
|
LoadBumpMap( BUMPMAP ); |
|
LoadTexture( BASETEXTURE ); |
|
LoadCubeMap( ENVMAP ); |
|
LoadCubeMap( GLASSENVMAP ); |
|
if( !params[ENVMAPTINT]->IsDefined() ) |
|
{ |
|
params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f ); |
|
} |
|
if( !params[GLASSENVMAPTINT]->IsDefined() ) |
|
{ |
|
params[GLASSENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f ); |
|
} |
|
if( !params[TRANSLUCENTGOO]->IsDefined() ) |
|
{ |
|
params[TRANSLUCENTGOO]->SetIntValue( 0 ); |
|
} |
|
} |
|
|
|
SHADER_DRAW |
|
{ |
|
// + MASKED BUMPED CUBEMAP * ENVMAPTINT |
|
SHADOW_STATE |
|
{ |
|
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); |
|
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); |
|
if( params[TRANSLUCENTGOO]->GetIntValue() ) |
|
{ |
|
pShaderShadow->EnableBlending( true ); |
|
pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE ); |
|
} |
|
// FIXME: Remove the normal (needed for tangent space gen) |
|
pShaderShadow->VertexShaderVertexFormat( |
|
VERTEX_POSITION | VERTEX_NORMAL | VERTEX_TANGENT_S | |
|
VERTEX_TANGENT_T, 1, 0, 0 ); |
|
|
|
bumpmappedenvmap_Static_Index vshIndex; |
|
pShaderShadow->SetVertexShader( "BumpmappedEnvmap", vshIndex.GetIndex() ); |
|
|
|
pShaderShadow->SetPixelShader( "BumpmappedEnvmap" ); |
|
FogToBlack(); |
|
} |
|
DYNAMIC_STATE |
|
{ |
|
BindTexture( SHADER_SAMPLER0, BUMPMAP ); |
|
BindTexture( SHADER_SAMPLER3, ENVMAP ); |
|
|
|
float constantColor[4]; |
|
params[ENVMAPTINT]->GetVecValue( constantColor, 3 ); |
|
constantColor[3] = 0.0f; |
|
pShaderAPI->SetPixelShaderConstant( 0, constantColor, 1 ); |
|
|
|
// handle scrolling of bump texture |
|
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, BUMPTRANSFORM ); |
|
|
|
bumpmappedenvmap_Dynamic_Index vshIndex; |
|
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); |
|
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); |
|
} |
|
Draw(); |
|
// glass envmap |
|
SHADOW_STATE |
|
{ |
|
SetInitialShadowState( ); |
|
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); |
|
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); |
|
pShaderShadow->EnableBlending( true ); |
|
pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); |
|
|
|
// FIXME: Remove the normal (needed for tangent space gen) |
|
pShaderShadow->VertexShaderVertexFormat( |
|
VERTEX_POSITION | VERTEX_NORMAL | VERTEX_TANGENT_S | |
|
VERTEX_TANGENT_T, 1, 0, 0 ); |
|
|
|
bumpmappedenvmap_Static_Index vshIndex; |
|
pShaderShadow->SetVertexShader( "BumpmappedEnvmap", vshIndex.GetIndex() ); |
|
|
|
pShaderShadow->SetPixelShader( "BumpmappedEnvMap" ); |
|
FogToBlack(); |
|
} |
|
DYNAMIC_STATE |
|
{ |
|
// fixme: doesn't support camera space envmapping!!!!!! |
|
pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_NORMALMAP_FLAT ); |
|
BindTexture( SHADER_SAMPLER3, GLASSENVMAP ); |
|
|
|
float constantColor[4]; |
|
params[GLASSENVMAPTINT]->GetVecValue( constantColor, 3 ); |
|
constantColor[3] = 0.0f; |
|
pShaderAPI->SetPixelShaderConstant( 0, constantColor, 1 ); |
|
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, BUMPTRANSFORM ); |
|
bumpmappedenvmap_Dynamic_Index vshIndex; |
|
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); |
|
|
|
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); |
|
} |
|
Draw(); |
|
|
|
// BASE TEXTURE * LIGHTMAP |
|
SHADOW_STATE |
|
{ |
|
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP ); |
|
SetInitialShadowState( ); |
|
pShaderShadow->EnableBlending( true ); |
|
pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); |
|
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); |
|
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); |
|
pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 2, 0, 0 ); |
|
|
|
lightmappedgeneric_vs11_Static_Index vshIndex; |
|
vshIndex.SetDETAIL( false ); |
|
vshIndex.SetENVMAP( false ); |
|
vshIndex.SetENVMAPCAMERASPACE( false ); |
|
vshIndex.SetENVMAPSPHERE( false ); |
|
vshIndex.SetVERTEXCOLOR( false ); |
|
pShaderShadow->SetVertexShader( "LightmappedGeneric_vs11", vshIndex.GetIndex() ); |
|
|
|
pShaderShadow->SetPixelShader( "LightmappedGeneric" ); |
|
FogToFogColor(); |
|
} |
|
DYNAMIC_STATE |
|
{ |
|
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); |
|
pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP ); |
|
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM ); |
|
EnablePixelShaderOverbright( true, 0, true ); |
|
|
|
lightmappedgeneric_vs11_Dynamic_Index vshIndex; |
|
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); |
|
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); |
|
} |
|
Draw(); |
|
} |
|
END_SHADER
|
|
|