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. ============//
/* Example how to plug this into an existing shader:
In the VMT:
// Cloak Pass
"$cloakPassEnabled" "1"
#include "cloak_blended_pass_helper.h"
In BEGIN_SHADER_PARAMS:
// Cloak Pass
SHADER_PARAM( CLOAKPASSENABLED, SHADER_PARAM_TYPE_BOOL, "0", "Enables cloak render in a second pass" )
SHADER_PARAM( CLOAKFACTOR, SHADER_PARAM_TYPE_FLOAT, "0.0", "" )
SHADER_PARAM( CLOAKCOLORTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Cloak color tint" )
SHADER_PARAM( REFRACTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "2", "" )
// This should already exist
//SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "bump map" )
//SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" )
//SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" )
Add this above SHADER_INIT_PARAMS()
// Cloak Pass
void SetupVarsCloakBlendedPass( CloakBlendedPassVars_t &info )
{
info.m_nCloakFactor = CLOAKFACTOR;
info.m_nCloakColorTint = CLOAKCOLORTINT;
info.m_nRefractAmount = REFRACTAMOUNT;
// Delete these lines if not bump mapping!
info.m_nBumpmap = BUMPMAP;
info.m_nBumpFrame = BUMPFRAME;
info.m_nBumpTransform = BUMPTRANSFORM;
}
bool NeedsPowerOfTwoFrameBufferTexture( IMaterialVar **params, bool bCheckSpecificToThisFrame ) const
{
if ( params[CLOAKPASSENABLED]->GetIntValue() ) // If material supports cloaking
{
if ( bCheckSpecificToThisFrame == false ) // For setting model flag at load time
return true;
else if ( ( params[CLOAKFACTOR]->GetFloatValue() > 0.0f ) && ( params[CLOAKFACTOR]->GetFloatValue() < 1.0f ) ) // Per-frame check
return true;
// else, not cloaking this frame, so check flag2 in case the base material still needs it
}
// Check flag2 if not drawing cloak pass
return IS_FLAG2_SET( MATERIAL_VAR2_NEEDS_POWER_OF_TWO_FRAME_BUFFER_TEXTURE );
}
bool IsTranslucent( IMaterialVar **params ) const
{
if ( params[CLOAKPASSENABLED]->GetIntValue() ) // If material supports cloaking
{
if ( ( params[CLOAKFACTOR]->GetFloatValue() > 0.0f ) && ( params[CLOAKFACTOR]->GetFloatValue() < 1.0f ) ) // Per-frame check
return true;
// else, not cloaking this frame, so check flag in case the base material still needs it
}
// Check flag if not drawing cloak pass
return IS_FLAG_SET( MATERIAL_VAR_TRANSLUCENT );
}
In SHADER_INIT_PARAMS()
// 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 );
}
In SHADER_INIT
// Cloak Pass
if ( params[CLOAKPASSENABLED]->GetIntValue() )
{
CloakBlendedPassVars_t info;
SetupVarsCloakBlendedPass( info );
InitCloakBlendedPass( this, params, info );
}
Modify SHADER_DRAW to look something like this:
// 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 )
{
Eye_Refract_Vars_t info;
SetupVarsEyeRefract( info );
Draw_Eyes_Refract( this, params, pShaderAPI, pShaderShadow, info );
}
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 );
}
else // We're not snapshotting and we don't need to draw this frame
{
// Skip this pass!
Draw( false );
}
}
==================================================================================================== */
#include "BaseVSShader.h"
#include "mathlib/vmatrix.h"
#include "cloak_blended_pass_helper.h"
#include "convar.h"
// Auto generated inc files
#include "cloak_blended_pass_vs20.inc"
#include "cloak_blended_pass_ps20.inc"
#include "cloak_blended_pass_ps20b.inc"
#ifndef _X360
#include "cloak_blended_pass_vs30.inc"
#include "cloak_blended_pass_ps30.inc"
#endif
void InitParamsCloakBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, CloakBlendedPassVars_t &info )
{
// Set material flags
SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
SET_FLAGS( MATERIAL_VAR_MODEL );
SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
// Set material parameter default values
if ( ( info.m_nCloakFactor != -1 ) && ( !params[info.m_nCloakFactor]->IsDefined() ) )
{
params[info.m_nCloakFactor]->SetFloatValue( kDefaultCloakFactor );
}
if ( ( info.m_nRefractAmount != -1 ) && ( !params[info.m_nRefractAmount]->IsDefined() ) )
{
params[info.m_nRefractAmount]->SetFloatValue( kDefaultRefractAmount );
}
if ( ( info.m_nCloakColorTint != -1 ) && ( !params[info.m_nCloakColorTint]->IsDefined() ) )
{
params[info.m_nCloakColorTint]->SetVecValue( kDefaultCloakColorTint[0], kDefaultCloakColorTint[1], kDefaultCloakColorTint[2], kDefaultCloakColorTint[3] );
}
if( (info.m_nBumpFrame != -1 ) && !params[info.m_nBumpFrame]->IsDefined() )
{
params[info.m_nBumpFrame]->SetIntValue( 0 );
}
}
void InitCloakBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, CloakBlendedPassVars_t &info )
{
// Load textures
if ( g_pConfig->UseBumpmapping() )
{
if ( (info.m_nBumpmap != -1) && params[info.m_nBumpmap]->IsDefined() )
{
pShader->LoadTexture( info.m_nBumpmap );
}
}
}
void DrawCloakBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
IShaderShadow* pShaderShadow, CloakBlendedPassVars_t &info, VertexCompressionType_t vertexCompression )
{
bool bBumpMapping = ( !g_pConfig->UseBumpmapping() ) || ( info.m_nBumpmap == -1 ) || !params[info.m_nBumpmap]->IsTexture() ? 0 : 1;
SHADOW_STATE
{
// Reset shadow state manually since we're drawing from two materials
pShader->SetInitialShadowState( );
// Set stream format (note that this shader supports compression)
unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_COMPRESSED;
int nTexCoordCount = 1;
int userDataSize = 0;
pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
#ifndef _X360
if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
{
// Vertex Shader
DECLARE_STATIC_VERTEX_SHADER( cloak_blended_pass_vs20 );
SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP, bBumpMapping ? 1 : 0 );
SET_STATIC_VERTEX_SHADER( cloak_blended_pass_vs20 );
// Pixel Shader
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( cloak_blended_pass_ps20b );
SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bBumpMapping ? 1 : 0 );
SET_STATIC_PIXEL_SHADER( cloak_blended_pass_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( cloak_blended_pass_ps20 );
SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bBumpMapping ? 1 : 0 );
SET_STATIC_PIXEL_SHADER( cloak_blended_pass_ps20 );
}
}
#ifndef _X360
else
{
// The vertex shader uses the vertex id stream
SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );
// Vertex Shader
DECLARE_STATIC_VERTEX_SHADER( cloak_blended_pass_vs30 );
SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP, bBumpMapping ? 1 : 0 );
SET_STATIC_VERTEX_SHADER( cloak_blended_pass_vs30 );
// Pixel Shader
DECLARE_STATIC_PIXEL_SHADER( cloak_blended_pass_ps30 );
SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bBumpMapping ? 1 : 0 );
SET_STATIC_PIXEL_SHADER( cloak_blended_pass_ps30 );
}
#endif
// Textures
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Refraction texture
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
if ( bBumpMapping )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Bump
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false ); // Not sRGB
}
pShaderShadow->EnableSRGBWrite( true );
// Blending
pShader->EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
pShaderShadow->EnableAlphaWrites( false );
// !!! We need to turn this back on because EnableAlphaBlending() above disables it!
pShaderShadow->EnableDepthWrites( true );
}
DYNAMIC_STATE
{
// Reset render state manually since we're drawing from two materials
pShaderAPI->SetDefaultState();
// Set Vertex Shader Constants
if ( ( bBumpMapping ) && ( info.m_nBumpTransform != -1 ) )
{
pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBumpTransform );
}
#ifndef _X360
if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
{
// Set Vertex Shader Combos
DECLARE_DYNAMIC_VERTEX_SHADER( cloak_blended_pass_vs20 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
SET_DYNAMIC_VERTEX_SHADER( cloak_blended_pass_vs20 );
// Set Pixel Shader Combos
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( cloak_blended_pass_ps20b );
SET_DYNAMIC_PIXEL_SHADER( cloak_blended_pass_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( cloak_blended_pass_ps20 );
SET_DYNAMIC_PIXEL_SHADER( cloak_blended_pass_ps20 );
}
}
#ifndef _X360
else
{
pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 );
// Set Vertex Shader Combos
DECLARE_DYNAMIC_VERTEX_SHADER( cloak_blended_pass_vs30 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() );
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
SET_DYNAMIC_VERTEX_SHADER( cloak_blended_pass_vs30 );
// Set Pixel Shader Combos
DECLARE_DYNAMIC_PIXEL_SHADER( cloak_blended_pass_ps30 );
SET_DYNAMIC_PIXEL_SHADER( cloak_blended_pass_ps30 );
}
#endif
// Bind textures
pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 ); // Refraction Map
if ( bBumpMapping )
{
pShader->BindTexture( SHADER_SAMPLER1, info.m_nBumpmap, info.m_nBumpFrame );
}
// Set Pixel Shader Constants
float vEyePos[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
pShaderAPI->GetWorldSpaceCameraPosition( vEyePos );
pShaderAPI->SetPixelShaderConstant( 5, vEyePos, 1 );
float vPackedConst1[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
vPackedConst1[0] = IS_PARAM_DEFINED( info.m_nCloakFactor ) ? params[info.m_nCloakFactor]->GetFloatValue() : kDefaultCloakFactor;
vPackedConst1[1] = IS_PARAM_DEFINED( info.m_nRefractAmount ) ? params[info.m_nRefractAmount]->GetFloatValue() : kDefaultRefractAmount;
pShaderAPI->SetPixelShaderConstant( 6, vPackedConst1, 1 );
// Refract color tint
pShaderAPI->SetPixelShaderConstant( 7, IS_PARAM_DEFINED( info.m_nCloakColorTint ) ? params[info.m_nCloakColorTint]->GetVecValue() : kDefaultCloakColorTint, 1 );
// Set c0 and c1 to contain first two rows of ViewProj matrix
VMatrix mView, mProj;
pShaderAPI->GetMatrix( MATERIAL_VIEW, mView.m[0] );
pShaderAPI->GetMatrix( MATERIAL_PROJECTION, mProj.m[0] );
VMatrix mViewProj = mView * mProj;
mViewProj = mViewProj.Transpose3x3();
pShaderAPI->SetPixelShaderConstant( 0, mViewProj.m[0], 2 );
}
pShader->Draw();
}
bool CloakBlendedPassIsFullyOpaque ( IMaterialVar** params, CloakBlendedPassVars_t &info )
{
float flCloakFactor = IS_PARAM_DEFINED( info.m_nCloakFactor ) ? params[info.m_nCloakFactor]->GetFloatValue() : kDefaultCloakFactor;
//float flRefractAmount = IS_PARAM_DEFINED( info.m_nRefractAmount ) ? params[info.m_nRefractAmount]->GetFloatValue() : kDefaultRefractAmount;
// NOTE: If this math changes, you need to update the pixel shader code!
float flFresnel = 1.0f - ( 0.0f ); // Assume V.N = 0.0f;
float flCloakLerpFactor = clamp( Lerp( clamp( flCloakFactor, 0.0f, 1.0f ), 1.0f, flFresnel - 1.35f ), 0.0f, 1.0f );
//flCloakLerpFactor = 1.0f - smoothstep( 0.4f, 0.425f, flCloakLerpFactor );
if ( flCloakLerpFactor <= 0.4f )
return true;
return false;
}