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524 lines
24 KiB
524 lines
24 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 "BaseVSShader.h" |
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#include "vertexlitgeneric_dx9_helper.h" |
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#include "emissive_scroll_blended_pass_helper.h" |
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#include "cloak_blended_pass_helper.h" |
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#include "flesh_interior_blended_pass_helper.h" |
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#include "weapon_sheen_pass_helper.h" |
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BEGIN_VS_SHADER( VertexLitGeneric, "Help for VertexLitGeneric" ) |
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BEGIN_SHADER_PARAMS |
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SHADER_PARAM( ALBEDO, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "albedo (Base texture with no baked lighting)" ) |
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SHADER_PARAM( COMPRESS, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "compression wrinklemap" ) |
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SHADER_PARAM( STRETCH, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "expansion wrinklemap" ) |
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SHADER_PARAM( SELFILLUMTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" ) |
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SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "detail texture" ) |
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SHADER_PARAM( DETAILFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $detail" ) |
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SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "4", "scale of the detail texture" ) |
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SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" ) |
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SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "envmap frame number" ) |
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SHADER_PARAM( ENVMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_envmask", "envmap mask" ) |
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SHADER_PARAM( ENVMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" ) |
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SHADER_PARAM( ENVMAPMASKTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$envmapmask texcoord transform" ) |
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SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" ) |
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SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "bump map" ) |
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SHADER_PARAM( BUMPCOMPRESS, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader3_normal", "compression bump map" ) |
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SHADER_PARAM( BUMPSTRETCH, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "expansion bump map" ) |
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SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" ) |
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SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" ) |
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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( SELFILLUM_ENVMAPMASK_ALPHA, SHADER_PARAM_TYPE_FLOAT,"0.0","defines that self illum value comes from env map mask alpha" ) |
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SHADER_PARAM( SELFILLUMFRESNEL, SHADER_PARAM_TYPE_BOOL, "0", "Self illum fresnel" ) |
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SHADER_PARAM( SELFILLUMFRESNELMINMAXEXP, SHADER_PARAM_TYPE_VEC4, "0", "Self illum fresnel min, max, exp" ) |
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SHADER_PARAM( ALPHATESTREFERENCE, SHADER_PARAM_TYPE_FLOAT, "0.0", "" ) |
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SHADER_PARAM( FLASHLIGHTNOLAMBERT, SHADER_PARAM_TYPE_BOOL, "0", "Flashlight pass sets N.L=1.0" ) |
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SHADER_PARAM( LIGHTMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "lightmap texture--will be bound by the engine") |
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// Debugging term for visualizing ambient data on its own |
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SHADER_PARAM( AMBIENTONLY, SHADER_PARAM_TYPE_INTEGER, "0", "Control drawing of non-ambient light ()" ) |
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SHADER_PARAM( PHONGEXPONENT, SHADER_PARAM_TYPE_FLOAT, "5.0", "Phong exponent for local specular lights" ) |
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SHADER_PARAM( PHONGTINT, SHADER_PARAM_TYPE_VEC3, "5.0", "Phong tint for local specular lights" ) |
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SHADER_PARAM( PHONGALBEDOTINT, SHADER_PARAM_TYPE_BOOL, "1.0", "Apply tint by albedo (controlled by spec exponent texture" ) |
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SHADER_PARAM( LIGHTWARPTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "1D ramp texture for tinting scalar diffuse term" ) |
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SHADER_PARAM( PHONGWARPTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "warp the specular term" ) |
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SHADER_PARAM( PHONGFRESNELRANGES, SHADER_PARAM_TYPE_VEC3, "[0 0.5 1]", "Parameters for remapping fresnel output" ) |
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SHADER_PARAM( PHONGBOOST, SHADER_PARAM_TYPE_FLOAT, "1.0", "Phong overbrightening factor (specular mask channel should be authored to account for this)" ) |
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SHADER_PARAM( PHONGEXPONENTTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Phong Exponent map" ) |
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SHADER_PARAM( PHONGEXPONENTFACTOR, SHADER_PARAM_TYPE_FLOAT, "0.0", "When using a phong exponent texture, this will be multiplied by the 0..1 that comes out of the texture." ) |
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SHADER_PARAM( PHONG, SHADER_PARAM_TYPE_BOOL, "0", "enables phong lighting" ) |
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SHADER_PARAM( BASEMAPALPHAPHONGMASK, SHADER_PARAM_TYPE_INTEGER, "0", "indicates that there is no normal map and that the phong mask is in base alpha" ) |
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SHADER_PARAM( INVERTPHONGMASK, SHADER_PARAM_TYPE_INTEGER, "0", "invert the phong mask (0=full phong, 1=no phong)" ) |
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SHADER_PARAM( ENVMAPFRESNEL, SHADER_PARAM_TYPE_FLOAT, "0", "Degree to which Fresnel should be applied to env map" ) |
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SHADER_PARAM( SELFILLUMMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "If we bind a texture here, it overrides base alpha (if any) for self illum" ) |
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// detail (multi-) texturing |
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SHADER_PARAM( DETAILBLENDMODE, SHADER_PARAM_TYPE_INTEGER, "0", "mode for combining detail texture with base. 0=normal, 1= additive, 2=alpha blend detail over base, 3=crossfade" ) |
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SHADER_PARAM( DETAILBLENDFACTOR, SHADER_PARAM_TYPE_FLOAT, "1", "blend amount for detail texture." ) |
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SHADER_PARAM( DETAILTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "detail texture tint" ) |
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SHADER_PARAM( DETAILTEXTURETRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$detail texcoord transform" ) |
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// Rim lighting terms |
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SHADER_PARAM( RIMLIGHT, SHADER_PARAM_TYPE_BOOL, "0", "enables rim lighting" ) |
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SHADER_PARAM( RIMLIGHTEXPONENT, SHADER_PARAM_TYPE_FLOAT, "4.0", "Exponent for rim lights" ) |
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SHADER_PARAM( RIMLIGHTBOOST, SHADER_PARAM_TYPE_FLOAT, "1.0", "Boost for rim lights" ) |
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SHADER_PARAM( RIMMASK, SHADER_PARAM_TYPE_BOOL, "0", "Indicates whether or not to use alpha channel of exponent texture to mask the rim term" ) |
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// Seamless mapping scale |
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SHADER_PARAM( SEAMLESS_BASE, SHADER_PARAM_TYPE_BOOL, "0", "whether to apply seamless mapping to the base texture. requires a smooth model." ) |
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SHADER_PARAM( SEAMLESS_DETAIL, SHADER_PARAM_TYPE_BOOL, "0", "where to apply seamless mapping to the detail texture." ) |
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SHADER_PARAM( SEAMLESS_SCALE, SHADER_PARAM_TYPE_FLOAT, "1.0", "the scale for the seamless mapping. # of repetions of texture per inch." ) |
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// Emissive Scroll Pass |
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SHADER_PARAM( EMISSIVEBLENDENABLED, SHADER_PARAM_TYPE_BOOL, "0", "Enable emissive blend pass" ) |
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SHADER_PARAM( EMISSIVEBLENDBASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "self-illumination map" ) |
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SHADER_PARAM( EMISSIVEBLENDSCROLLVECTOR, SHADER_PARAM_TYPE_VEC2, "[0.11 0.124]", "Emissive scroll vec" ) |
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SHADER_PARAM( EMISSIVEBLENDSTRENGTH, SHADER_PARAM_TYPE_FLOAT, "1.0", "Emissive blend strength" ) |
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SHADER_PARAM( EMISSIVEBLENDTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "self-illumination map" ) |
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SHADER_PARAM( EMISSIVEBLENDTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" ) |
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SHADER_PARAM( EMISSIVEBLENDFLOWTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "flow map" ) |
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SHADER_PARAM( TIME, SHADER_PARAM_TYPE_FLOAT, "0.0", "Needs CurrentTime Proxy" ) |
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// Cloak Pass |
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SHADER_PARAM( CLOAKPASSENABLED, SHADER_PARAM_TYPE_BOOL, "0", "Enables cloak render in a second pass" ) |
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SHADER_PARAM( CLOAKFACTOR, SHADER_PARAM_TYPE_FLOAT, "0.0", "" ) |
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SHADER_PARAM( CLOAKCOLORTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Cloak color tint" ) |
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SHADER_PARAM( REFRACTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "2", "" ) |
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// Weapon Sheen Pass |
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SHADER_PARAM( SHEENPASSENABLED, SHADER_PARAM_TYPE_BOOL, "0", "Enables weapon sheen render in a second pass" ) |
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SHADER_PARAM( SHEENMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "sheenmap" ) |
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SHADER_PARAM( SHEENMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_envmask", "sheenmap mask" ) |
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SHADER_PARAM( SHEENMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" ) |
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SHADER_PARAM( SHEENMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "sheenmap tint" ) |
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SHADER_PARAM( SHEENMAPMASKSCALEX, SHADER_PARAM_TYPE_FLOAT, "1", "X Scale the size of the map mask to the size of the target" ) |
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SHADER_PARAM( SHEENMAPMASKSCALEY, SHADER_PARAM_TYPE_FLOAT, "1", "Y Scale the size of the map mask to the size of the target" ) |
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SHADER_PARAM( SHEENMAPMASKOFFSETX, SHADER_PARAM_TYPE_FLOAT, "0", "X Offset of the mask relative to model space coords of target" ) |
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SHADER_PARAM( SHEENMAPMASKOFFSETY, SHADER_PARAM_TYPE_FLOAT, "0", "Y Offset of the mask relative to model space coords of target" ) |
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SHADER_PARAM( SHEENMAPMASKDIRECTION, SHADER_PARAM_TYPE_INTEGER, "0", "The direction the sheen should move (length direction of weapon) XYZ, 0,1,2" ) |
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SHADER_PARAM( SHEENINDEX, SHADER_PARAM_TYPE_INTEGER, "0", "Index of the Effect Type (Color Additive, Override etc...)" ) |
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// Flesh Interior Pass |
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SHADER_PARAM( FLESHINTERIORENABLED, SHADER_PARAM_TYPE_BOOL, "0", "Enable Flesh interior blend pass" ) |
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SHADER_PARAM( FLESHINTERIORTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Flesh color texture" ) |
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SHADER_PARAM( FLESHINTERIORNOISETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Flesh noise texture" ) |
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SHADER_PARAM( FLESHBORDERTEXTURE1D, SHADER_PARAM_TYPE_TEXTURE, "", "Flesh border 1D texture" ) |
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SHADER_PARAM( FLESHNORMALTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Flesh normal texture" ) |
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SHADER_PARAM( FLESHSUBSURFACETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Flesh subsurface texture" ) |
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SHADER_PARAM( FLESHCUBETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Flesh cubemap texture" ) |
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SHADER_PARAM( FLESHBORDERNOISESCALE, SHADER_PARAM_TYPE_FLOAT, "1.5", "Flesh Noise UV scalar for border" ) |
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SHADER_PARAM( FLESHDEBUGFORCEFLESHON, SHADER_PARAM_TYPE_BOOL, "0", "Flesh Debug full flesh" ) |
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SHADER_PARAM( FLESHEFFECTCENTERRADIUS1, SHADER_PARAM_TYPE_VEC4, "[0 0 0 0.001]", "Flesh effect center and radius" ) |
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SHADER_PARAM( FLESHEFFECTCENTERRADIUS2, SHADER_PARAM_TYPE_VEC4, "[0 0 0 0.001]", "Flesh effect center and radius" ) |
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SHADER_PARAM( FLESHEFFECTCENTERRADIUS3, SHADER_PARAM_TYPE_VEC4, "[0 0 0 0.001]", "Flesh effect center and radius" ) |
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SHADER_PARAM( FLESHEFFECTCENTERRADIUS4, SHADER_PARAM_TYPE_VEC4, "[0 0 0 0.001]", "Flesh effect center and radius" ) |
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SHADER_PARAM( FLESHSUBSURFACETINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Subsurface Color" ) |
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SHADER_PARAM( FLESHBORDERWIDTH, SHADER_PARAM_TYPE_FLOAT, "0.3", "Flesh border" ) |
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SHADER_PARAM( FLESHBORDERSOFTNESS, SHADER_PARAM_TYPE_FLOAT, "0.42", "Flesh border softness (> 0.0 && <= 0.5)" ) |
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SHADER_PARAM( FLESHBORDERTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Flesh border Color" ) |
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SHADER_PARAM( FLESHGLOBALOPACITY, SHADER_PARAM_TYPE_FLOAT, "1.0", "Flesh global opacity" ) |
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SHADER_PARAM( FLESHGLOSSBRIGHTNESS, SHADER_PARAM_TYPE_FLOAT, "0.66", "Flesh gloss brightness" ) |
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SHADER_PARAM( FLESHSCROLLSPEED, SHADER_PARAM_TYPE_FLOAT, "1.0", "Flesh scroll speed" ) |
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SHADER_PARAM( SEPARATEDETAILUVS, SHADER_PARAM_TYPE_BOOL, "0", "Use texcoord1 for detail texture" ) |
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SHADER_PARAM( LINEARWRITE, SHADER_PARAM_TYPE_INTEGER, "0", "Disables SRGB conversion of shader results." ) |
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SHADER_PARAM( DEPTHBLEND, SHADER_PARAM_TYPE_INTEGER, "0", "fade at intersection boundaries. Only supported without bumpmaps" ) |
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SHADER_PARAM( DEPTHBLENDSCALE, SHADER_PARAM_TYPE_FLOAT, "50.0", "Amplify or reduce DEPTHBLEND fading. Lower values make harder edges." ) |
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SHADER_PARAM( BLENDTINTBYBASEALPHA, SHADER_PARAM_TYPE_BOOL, "0", "Use the base alpha to blend in the $color modulation") |
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SHADER_PARAM( BLENDTINTCOLOROVERBASE, SHADER_PARAM_TYPE_FLOAT, "0", "blend between tint acting as a multiplication versus a replace" ) |
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END_SHADER_PARAMS |
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void SetupVars( VertexLitGeneric_DX9_Vars_t& info ) |
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{ |
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info.m_nBaseTexture = BASETEXTURE; |
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info.m_nWrinkle = COMPRESS; |
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info.m_nStretch = STRETCH; |
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info.m_nBaseTextureFrame = FRAME; |
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info.m_nBaseTextureTransform = BASETEXTURETRANSFORM; |
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info.m_nAlbedo = ALBEDO; |
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info.m_nSelfIllumTint = SELFILLUMTINT; |
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info.m_nDetail = DETAIL; |
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info.m_nDetailFrame = DETAILFRAME; |
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info.m_nDetailScale = DETAILSCALE; |
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info.m_nEnvmap = ENVMAP; |
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info.m_nEnvmapFrame = ENVMAPFRAME; |
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info.m_nEnvmapMask = ENVMAPMASK; |
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info.m_nEnvmapMaskFrame = ENVMAPMASKFRAME; |
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info.m_nEnvmapMaskTransform = ENVMAPMASKTRANSFORM; |
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info.m_nEnvmapTint = ENVMAPTINT; |
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info.m_nBumpmap = BUMPMAP; |
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info.m_nNormalWrinkle = BUMPCOMPRESS; |
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info.m_nNormalStretch = BUMPSTRETCH; |
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info.m_nBumpFrame = BUMPFRAME; |
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info.m_nBumpTransform = BUMPTRANSFORM; |
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info.m_nEnvmapContrast = ENVMAPCONTRAST; |
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info.m_nEnvmapSaturation = ENVMAPSATURATION; |
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info.m_nAlphaTestReference = ALPHATESTREFERENCE; |
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info.m_nFlashlightNoLambert = FLASHLIGHTNOLAMBERT; |
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info.m_nLightmap = LIGHTMAP; |
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info.m_nFlashlightTexture = FLASHLIGHTTEXTURE; |
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info.m_nFlashlightTextureFrame = FLASHLIGHTTEXTUREFRAME; |
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info.m_nSelfIllumEnvMapMask_Alpha = SELFILLUM_ENVMAPMASK_ALPHA; |
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info.m_nSelfIllumFresnel = SELFILLUMFRESNEL; |
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info.m_nSelfIllumFresnelMinMaxExp = SELFILLUMFRESNELMINMAXEXP; |
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info.m_nAmbientOnly = AMBIENTONLY; |
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info.m_nPhongExponent = PHONGEXPONENT; |
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info.m_nPhongExponentTexture = PHONGEXPONENTTEXTURE; |
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info.m_nPhongTint = PHONGTINT; |
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info.m_nPhongAlbedoTint = PHONGALBEDOTINT; |
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info.m_nDiffuseWarpTexture = LIGHTWARPTEXTURE; |
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info.m_nPhongWarpTexture = PHONGWARPTEXTURE; |
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info.m_nPhongBoost = PHONGBOOST; |
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info.m_nPhongExponentFactor = PHONGEXPONENTFACTOR; |
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info.m_nPhongFresnelRanges = PHONGFRESNELRANGES; |
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info.m_nPhong = PHONG; |
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info.m_nBaseMapAlphaPhongMask = BASEMAPALPHAPHONGMASK; |
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info.m_nEnvmapFresnel = ENVMAPFRESNEL; |
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info.m_nDetailTextureCombineMode = DETAILBLENDMODE; |
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info.m_nDetailTextureBlendFactor = DETAILBLENDFACTOR; |
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info.m_nDetailTextureTransform = DETAILTEXTURETRANSFORM; |
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// Rim lighting parameters |
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info.m_nRimLight = RIMLIGHT; |
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info.m_nRimLightPower = RIMLIGHTEXPONENT; |
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info.m_nRimLightBoost = RIMLIGHTBOOST; |
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info.m_nRimMask = RIMMASK; |
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// seamless |
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info.m_nSeamlessScale = SEAMLESS_SCALE; |
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info.m_nSeamlessDetail = SEAMLESS_DETAIL; |
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info.m_nSeamlessBase = SEAMLESS_BASE; |
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info.m_nSeparateDetailUVs = SEPARATEDETAILUVS; |
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info.m_nLinearWrite = LINEARWRITE; |
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info.m_nDetailTint = DETAILTINT; |
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info.m_nInvertPhongMask = INVERTPHONGMASK; |
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info.m_nDepthBlend = DEPTHBLEND; |
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info.m_nDepthBlendScale = DEPTHBLENDSCALE; |
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info.m_nSelfIllumMask = SELFILLUMMASK; |
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info.m_nBlendTintByBaseAlpha = BLENDTINTBYBASEALPHA; |
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info.m_nTintReplacesBaseColor = BLENDTINTCOLOROVERBASE; |
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} |
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// Cloak Pass |
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void SetupVarsCloakBlendedPass( CloakBlendedPassVars_t &info ) |
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{ |
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info.m_nCloakFactor = CLOAKFACTOR; |
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info.m_nCloakColorTint = CLOAKCOLORTINT; |
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info.m_nRefractAmount = REFRACTAMOUNT; |
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// Delete these lines if not bump mapping! |
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info.m_nBumpmap = BUMPMAP; |
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info.m_nBumpFrame = BUMPFRAME; |
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info.m_nBumpTransform = BUMPTRANSFORM; |
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} |
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// Weapon Sheen Pass |
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void SetupVarsWeaponSheenPass( WeaponSheenPassVars_t &info ) |
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{ |
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info.m_nSheenMap = SHEENMAP; |
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info.m_nSheenMapMask = SHEENMAPMASK; |
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info.m_nSheenMapMaskFrame = SHEENMAPMASKFRAME; |
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info.m_nSheenMapTint = SHEENMAPTINT; |
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info.m_nSheenMapMaskScaleX = SHEENMAPMASKSCALEX; |
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info.m_nSheenMapMaskScaleY = SHEENMAPMASKSCALEY; |
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info.m_nSheenMapMaskOffsetX = SHEENMAPMASKOFFSETX; |
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info.m_nSheenMapMaskOffsetY = SHEENMAPMASKOFFSETY; |
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info.m_nSheenMapMaskDirection = SHEENMAPMASKDIRECTION; |
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info.m_nSheenIndex = SHEENINDEX; |
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info.m_nBumpmap = BUMPMAP; |
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info.m_nBumpFrame = BUMPFRAME; |
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info.m_nBumpTransform = BUMPTRANSFORM; |
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} |
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bool NeedsPowerOfTwoFrameBufferTexture( IMaterialVar **params, bool bCheckSpecificToThisFrame ) const |
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{ |
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if ( params[CLOAKPASSENABLED]->GetIntValue() ) // If material supports cloaking |
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{ |
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if ( bCheckSpecificToThisFrame == false ) // For setting model flag at load time |
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return true; |
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else if ( ( params[CLOAKFACTOR]->GetFloatValue() > 0.0f ) && ( params[CLOAKFACTOR]->GetFloatValue() < 1.0f ) ) // Per-frame check |
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return true; |
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// else, not cloaking this frame, so check flag2 in case the base material still needs it |
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} |
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if ( params[SHEENPASSENABLED]->GetIntValue() ) // If material supports weapon sheen |
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return true; |
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// Check flag2 if not drawing cloak pass |
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return IS_FLAG2_SET( MATERIAL_VAR2_NEEDS_POWER_OF_TWO_FRAME_BUFFER_TEXTURE ); |
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} |
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bool IsTranslucent( IMaterialVar **params ) const |
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{ |
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if ( params[CLOAKPASSENABLED]->GetIntValue() ) // If material supports cloaking |
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{ |
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if ( ( params[CLOAKFACTOR]->GetFloatValue() > 0.0f ) && ( params[CLOAKFACTOR]->GetFloatValue() < 1.0f ) ) // Per-frame check |
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return true; |
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// else, not cloaking this frame, so check flag in case the base material still needs it |
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} |
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// Check flag if not drawing cloak pass |
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return IS_FLAG_SET( MATERIAL_VAR_TRANSLUCENT ); |
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} |
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// Emissive Scroll Pass |
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void SetupVarsEmissiveScrollBlendedPass( EmissiveScrollBlendedPassVars_t &info ) |
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{ |
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info.m_nBlendStrength = EMISSIVEBLENDSTRENGTH; |
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info.m_nBaseTexture = EMISSIVEBLENDBASETEXTURE; |
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info.m_nFlowTexture = EMISSIVEBLENDFLOWTEXTURE; |
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info.m_nEmissiveTexture = EMISSIVEBLENDTEXTURE; |
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info.m_nEmissiveTint = EMISSIVEBLENDTINT; |
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info.m_nEmissiveScrollVector = EMISSIVEBLENDSCROLLVECTOR; |
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info.m_nTime = TIME; |
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} |
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// Flesh Interior Pass |
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void SetupVarsFleshInteriorBlendedPass( FleshInteriorBlendedPassVars_t &info ) |
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{ |
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info.m_nFleshTexture = FLESHINTERIORTEXTURE; |
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info.m_nFleshNoiseTexture = FLESHINTERIORNOISETEXTURE; |
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info.m_nFleshBorderTexture1D = FLESHBORDERTEXTURE1D; |
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info.m_nFleshNormalTexture = FLESHNORMALTEXTURE; |
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info.m_nFleshSubsurfaceTexture = FLESHSUBSURFACETEXTURE; |
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info.m_nFleshCubeTexture = FLESHCUBETEXTURE; |
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info.m_nflBorderNoiseScale = FLESHBORDERNOISESCALE; |
|
info.m_nflDebugForceFleshOn = FLESHDEBUGFORCEFLESHON; |
|
info.m_nvEffectCenterRadius1 = FLESHEFFECTCENTERRADIUS1; |
|
info.m_nvEffectCenterRadius2 = FLESHEFFECTCENTERRADIUS2; |
|
info.m_nvEffectCenterRadius3 = FLESHEFFECTCENTERRADIUS3; |
|
info.m_nvEffectCenterRadius4 = FLESHEFFECTCENTERRADIUS4; |
|
|
|
info.m_ncSubsurfaceTint = FLESHSUBSURFACETINT; |
|
info.m_nflBorderWidth = FLESHBORDERWIDTH; |
|
info.m_nflBorderSoftness = FLESHBORDERSOFTNESS; |
|
info.m_ncBorderTint = FLESHBORDERTINT; |
|
info.m_nflGlobalOpacity = FLESHGLOBALOPACITY; |
|
info.m_nflGlossBrightness = FLESHGLOSSBRIGHTNESS; |
|
info.m_nflScrollSpeed = FLESHSCROLLSPEED; |
|
|
|
info.m_nTime = TIME; |
|
} |
|
|
|
SHADER_INIT_PARAMS() |
|
{ |
|
VertexLitGeneric_DX9_Vars_t vars; |
|
SetupVars( vars ); |
|
InitParamsVertexLitGeneric_DX9( this, params, pMaterialName, true, vars ); |
|
|
|
// Cloak Pass |
|
if ( !params[CLOAKPASSENABLED]->IsDefined() ) |
|
{ |
|
params[CLOAKPASSENABLED]->SetIntValue( 0 ); |
|
} |
|
else if ( params[CLOAKPASSENABLED]->GetIntValue() ) |
|
{ |
|
CloakBlendedPassVars_t info; |
|
SetupVarsCloakBlendedPass( info ); |
|
InitParamsCloakBlendedPass( this, params, pMaterialName, info ); |
|
} |
|
|
|
// Sheen Pass |
|
if ( !params[SHEENPASSENABLED]->IsDefined() ) |
|
{ |
|
params[SHEENPASSENABLED]->SetIntValue( 0 ); |
|
} |
|
else if ( params[SHEENPASSENABLED]->GetIntValue() ) |
|
{ |
|
WeaponSheenPassVars_t info; |
|
SetupVarsWeaponSheenPass( info ); |
|
InitParamsWeaponSheenPass( this, params, pMaterialName, info ); |
|
} |
|
|
|
// Emissive Scroll Pass |
|
if ( !params[EMISSIVEBLENDENABLED]->IsDefined() ) |
|
{ |
|
params[EMISSIVEBLENDENABLED]->SetIntValue( 0 ); |
|
} |
|
else if ( params[EMISSIVEBLENDENABLED]->GetIntValue() ) |
|
{ |
|
EmissiveScrollBlendedPassVars_t info; |
|
SetupVarsEmissiveScrollBlendedPass( info ); |
|
InitParamsEmissiveScrollBlendedPass( this, params, pMaterialName, info ); |
|
} |
|
|
|
// Flesh Interior Pass |
|
if ( !params[FLESHINTERIORENABLED]->IsDefined() ) |
|
{ |
|
params[FLESHINTERIORENABLED]->SetIntValue( 0 ); |
|
} |
|
else if ( params[FLESHINTERIORENABLED]->GetIntValue() ) |
|
{ |
|
FleshInteriorBlendedPassVars_t info; |
|
SetupVarsFleshInteriorBlendedPass( info ); |
|
InitParamsFleshInteriorBlendedPass( this, params, pMaterialName, info ); |
|
} |
|
} |
|
|
|
SHADER_FALLBACK |
|
{ |
|
if (g_pHardwareConfig->GetDXSupportLevel() < 70) |
|
return "VertexLitGeneric_DX6"; |
|
|
|
if (g_pHardwareConfig->GetDXSupportLevel() < 80) |
|
return "VertexLitGeneric_DX7"; |
|
|
|
if (g_pHardwareConfig->GetDXSupportLevel() < 90) |
|
return "VertexLitGeneric_DX8"; |
|
|
|
return 0; |
|
} |
|
|
|
SHADER_INIT |
|
{ |
|
VertexLitGeneric_DX9_Vars_t vars; |
|
SetupVars( vars ); |
|
InitVertexLitGeneric_DX9( this, params, true, vars ); |
|
|
|
// Cloak Pass |
|
if ( params[CLOAKPASSENABLED]->GetIntValue() ) |
|
{ |
|
CloakBlendedPassVars_t info; |
|
SetupVarsCloakBlendedPass( info ); |
|
InitCloakBlendedPass( this, params, info ); |
|
} |
|
|
|
// TODO : Only do this if we're in range of the camera |
|
// Weapon Sheen |
|
if ( params[SHEENPASSENABLED]->GetIntValue() ) |
|
{ |
|
WeaponSheenPassVars_t info; |
|
SetupVarsWeaponSheenPass( info ); |
|
InitWeaponSheenPass( this, params, info ); |
|
} |
|
|
|
// Emissive Scroll Pass |
|
if ( params[EMISSIVEBLENDENABLED]->GetIntValue() ) |
|
{ |
|
EmissiveScrollBlendedPassVars_t info; |
|
SetupVarsEmissiveScrollBlendedPass( info ); |
|
InitEmissiveScrollBlendedPass( this, params, info ); |
|
} |
|
|
|
// Flesh Interior Pass |
|
if ( params[FLESHINTERIORENABLED]->GetIntValue() ) |
|
{ |
|
FleshInteriorBlendedPassVars_t info; |
|
SetupVarsFleshInteriorBlendedPass( info ); |
|
InitFleshInteriorBlendedPass( this, params, info ); |
|
} |
|
} |
|
|
|
SHADER_DRAW |
|
{ |
|
// Skip the standard rendering if cloak pass is fully opaque |
|
bool bDrawStandardPass = true; |
|
if ( params[CLOAKPASSENABLED]->GetIntValue() && ( pShaderShadow == NULL ) ) // && not snapshotting |
|
{ |
|
CloakBlendedPassVars_t info; |
|
SetupVarsCloakBlendedPass( info ); |
|
if ( CloakBlendedPassIsFullyOpaque( params, info ) ) |
|
{ |
|
bDrawStandardPass = false; |
|
} |
|
} |
|
|
|
// Standard rendering pass |
|
if ( bDrawStandardPass ) |
|
{ |
|
VertexLitGeneric_DX9_Vars_t vars; |
|
SetupVars( vars ); |
|
DrawVertexLitGeneric_DX9( this, params, pShaderAPI, pShaderShadow, true, vars, vertexCompression, pContextDataPtr ); |
|
} |
|
else |
|
{ |
|
// Skip this pass! |
|
Draw( false ); |
|
} |
|
|
|
// Weapon sheen pass |
|
// only if doing standard as well (don't do it if cloaked) |
|
if ( params[SHEENPASSENABLED]->GetIntValue() ) |
|
{ |
|
WeaponSheenPassVars_t info; |
|
SetupVarsWeaponSheenPass( info ); |
|
if ( ( pShaderShadow != NULL ) || ( bDrawStandardPass && ShouldDrawMaterialSheen( params, info ) ) ) |
|
{ |
|
DrawWeaponSheenPass( this, params, pShaderAPI, pShaderShadow, info, vertexCompression ); |
|
} |
|
else |
|
{ |
|
// Skip this pass! |
|
Draw( false ); |
|
} |
|
} |
|
|
|
// Cloak Pass |
|
if ( params[CLOAKPASSENABLED]->GetIntValue() ) |
|
{ |
|
// If ( snapshotting ) or ( we need to draw this frame ) |
|
if ( ( pShaderShadow != NULL ) || ( ( params[CLOAKFACTOR]->GetFloatValue() > 0.0f ) && ( params[CLOAKFACTOR]->GetFloatValue() < 1.0f ) ) ) |
|
{ |
|
CloakBlendedPassVars_t info; |
|
SetupVarsCloakBlendedPass( info ); |
|
DrawCloakBlendedPass( this, params, pShaderAPI, pShaderShadow, info, vertexCompression ); |
|
} |
|
else // We're not snapshotting and we don't need to draw this frame |
|
{ |
|
// Skip this pass! |
|
Draw( false ); |
|
} |
|
} |
|
|
|
// Emissive Scroll Pass |
|
if ( params[EMISSIVEBLENDENABLED]->GetIntValue() ) |
|
{ |
|
// If ( snapshotting ) or ( we need to draw this frame ) |
|
if ( ( pShaderShadow != NULL ) || ( params[EMISSIVEBLENDSTRENGTH]->GetFloatValue() > 0.0f ) ) |
|
{ |
|
EmissiveScrollBlendedPassVars_t info; |
|
SetupVarsEmissiveScrollBlendedPass( info ); |
|
DrawEmissiveScrollBlendedPass( this, params, pShaderAPI, pShaderShadow, info, vertexCompression ); |
|
} |
|
else // We're not snapshotting and we don't need to draw this frame |
|
{ |
|
// Skip this pass! |
|
Draw( false ); |
|
} |
|
} |
|
|
|
// Flesh Interior Pass |
|
if ( params[FLESHINTERIORENABLED]->GetIntValue() ) |
|
{ |
|
// If ( snapshotting ) or ( we need to draw this frame ) |
|
if ( ( pShaderShadow != NULL ) || ( true ) ) |
|
{ |
|
FleshInteriorBlendedPassVars_t info; |
|
SetupVarsFleshInteriorBlendedPass( info ); |
|
DrawFleshInteriorBlendedPass( this, params, pShaderAPI, pShaderShadow, info, vertexCompression ); |
|
} |
|
else // We're not snapshotting and we don't need to draw this frame |
|
{ |
|
// Skip this pass! |
|
Draw( false ); |
|
} |
|
} |
|
} |
|
END_SHADER
|
|
|