Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "shaderlib/cshader.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( WorldTwoTextureBlend, WorldTwoTextureBlend_DX6 )
BEGIN_SHADER( WorldTwoTextureBlend_DX6,
"Help for WorldTwoTextureBlend" )
BEGIN_SHADER_PARAMS
SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/WorldTwoTextureBlend", "iris texture", 0 )
SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/WorldTwoTextureBlend_detail", "detail texture" )
SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "1.0", "scale of the detail texture" )
SHADER_PARAM( DETAIL_ALPHA_MASK_BASE_TEXTURE, SHADER_PARAM_TYPE_BOOL, "0",
"If this is 1, then when detail alpha=0, no base texture is blended and when "
"detail alpha=1, you get detail*base*lightmap" )
END_SHADER_PARAMS
SHADER_INIT
{
LoadTexture( FLASHLIGHTTEXTURE );
LoadTexture( BASETEXTURE );
LoadTexture( DETAIL );
}
SHADER_INIT_PARAMS()
{
// FLASHLIGHTFIXME
params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
if( !params[DETAIL_ALPHA_MASK_BASE_TEXTURE]->IsDefined() )
params[DETAIL_ALPHA_MASK_BASE_TEXTURE]->SetIntValue( 0 );
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
}
SHADER_DRAW
{
float detailScale = params[DETAILSCALE]->GetFloatValue();
bool hasFlashlight = UsingFlashlight( params );
if( hasFlashlight )
{
DrawFlashlight_dx70( params, pShaderAPI, pShaderShadow, FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME );
return;
}
// DX6 fallback mode.
if ( params[DETAIL_ALPHA_MASK_BASE_TEXTURE]->GetIntValue() )
{
DetailAlphaMaskPass1( pShaderShadow, pShaderAPI, params, detailScale );
DetailAlphaMaskPass2( pShaderShadow, pShaderAPI, detailScale );
}
else
{
// FIXME: add multitexture support!
NormalModePass1( pShaderShadow, pShaderAPI );
NormalModePass2( pShaderShadow, pShaderAPI, params, detailScale );
NormalModePass3( pShaderShadow, pShaderAPI, params, detailScale );
}
}
// ------------------------------------------------------------------------------ //
// "Normal" mode - doesn't use the detail texture's alpha mask.
// ------------------------------------------------------------------------------ //
void NormalModePass1(
IShaderShadow *pShaderShadow,
IShaderDynamicAPI *pShaderAPI )
{
SHADOW_STATE
{
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 );
FogToFogColor();
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
}
Draw();
}
void NormalModePass2(
IShaderShadow *pShaderShadow,
IShaderDynamicAPI *pShaderAPI,
IMaterialVar **params,
float detailScale )
{
SHADOW_STATE
{
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableBlending( true );
pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 );
FogToFogColor();
}
DYNAMIC_STATE
{
if ( detailScale != 1.0f )
{
pShaderAPI->MatrixMode( MATERIAL_TEXTURE0 );
pShaderAPI->LoadIdentity();
pShaderAPI->ScaleXY( detailScale, detailScale );
}
BindTexture( SHADER_SAMPLER0, DETAIL );
}
Draw();
}
void NormalModePass3(
IShaderShadow *pShaderShadow,
IShaderDynamicAPI *pShaderAPI,
IMaterialVar **params,
float detailScale )
{
SHADOW_STATE
{
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
SingleTextureLightmapBlendMode();
pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_LIGHTMAP_TEXCOORD0 );
FogToOOOverbright();
}
DYNAMIC_STATE
{
if ( detailScale != 1.0f )
pShaderAPI->LoadIdentity( );
pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_LIGHTMAP );
}
Draw();
}
// ------------------------------------------------------------------------------ //
// "Detail alpha mask mode".
// ------------------------------------------------------------------------------ //
void DetailAlphaMaskPass1(
IShaderShadow *pShaderShadow,
IShaderDynamicAPI *pShaderAPI,
IMaterialVar **params,
float detailScale )
{
// The equation is [B*Da + (1-Da)] * [D * L]
SHADOW_STATE
{
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
pShaderShadow->EnableCustomPixelPipe( true );
pShaderShadow->CustomTextureStages( 2 );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
// Stage 0
// Color = B*2
// Note the 2x here.. we do 4x total in this shader and
// the first 2x is here. The second is in SingleTextureLightmapBlendMode in the 2nd pass.
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATE2X,
SHADER_TEXARG_TEXTURE, SHADER_TEXARG_CONSTANTCOLOR );
// Stage 1 [where P = prev stage]
// Color = B*Da + (1-Da)
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATEINVCOLOR_ADDALPHA,
SHADER_TEXARG_INVTEXTUREALPHA, SHADER_TEXARG_PREVIOUSSTAGE );
pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_TEXCOORD1 );
FogToFogColor();
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
BindTexture( SHADER_SAMPLER1, DETAIL );
pShaderAPI->Color4f( 1, 1, 1, 1 );
if ( detailScale != 1.0f )
{
pShaderAPI->MatrixMode( MATERIAL_TEXTURE1 );
pShaderAPI->LoadIdentity();
pShaderAPI->ScaleXY( detailScale, detailScale );
}
}
Draw();
}
void DetailAlphaMaskPass2( IShaderShadow *pShaderShadow, IShaderDynamicAPI *pShaderAPI, float detailScale )
{
SHADOW_STATE
{
s_pShaderShadow->EnableCustomPixelPipe( true );
s_pShaderShadow->CustomTextureStages( 2 );
s_pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
s_pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
s_pShaderShadow->EnableTexGen( SHADER_TEXTURE_STAGE0, true);
// Make sure the texgen transform is applied to the texture coordinates and not to an auto-generated reflection vector or whatever.
s_pShaderShadow->TexGen( SHADER_TEXTURE_STAGE0, SHADER_TEXGENPARAM_OBJECT_LINEAR );
// This turns on blending and does overbrighting if it's enabled.
SingleTextureLightmapBlendMode();
// Stage 0, color = D
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_SELECTARG1,
SHADER_TEXARG_TEXTURE, SHADER_TEXARG_CONSTANTCOLOR );
// Stage 1, color = D*L
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATE,
SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_TEXTURE );
// Use the lightmap coordinates in both stages.
pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_LIGHTMAP_TEXCOORD1 );
FogToFogColor();
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER0, DETAIL);
pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP );
if ( detailScale != 1.0f )
{
pShaderAPI->MatrixMode( MATERIAL_TEXTURE1 );
pShaderAPI->LoadIdentity();
pShaderAPI->MatrixMode( MATERIAL_TEXTURE0 );
pShaderAPI->LoadIdentity();
pShaderAPI->ScaleXY( detailScale, detailScale );
}
}
Draw();
}
END_SHADER