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200 lines
9.9 KiB
200 lines
9.9 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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extern ConVar r_flashlight_version2; |
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BEGIN_VS_SHADER( UnlitGeneric, "Help for UnlitGeneric" ) |
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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( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "detail texture" ) |
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SHADER_PARAM( DETAILFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $detail" ) |
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SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "4", "scale of the detail texture" ) |
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SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" ) |
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SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "", "envmap frame number" ) |
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SHADER_PARAM( ENVMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_envmask", "envmap mask" ) |
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SHADER_PARAM( ENVMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" ) |
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SHADER_PARAM( ENVMAPMASKTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$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( 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( ALPHATESTREFERENCE, SHADER_PARAM_TYPE_FLOAT, "0.7", "" ) |
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SHADER_PARAM( VERTEXALPHATEST, SHADER_PARAM_TYPE_INTEGER, "0", "" ) |
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SHADER_PARAM( HDRCOLORSCALE, SHADER_PARAM_TYPE_FLOAT, "1.0", "hdr color scale" ) |
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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", "2D map for warping specular" ) |
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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( PHONG, SHADER_PARAM_TYPE_BOOL, "0", "enables phong lighting" ) |
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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( DETAILTEXTURETRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$detail texcoord transform" ) |
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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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SHADER_PARAM( DISTANCEALPHA, SHADER_PARAM_TYPE_BOOL, "0", "Use distance-coded alpha generated from hi-res texture by vtex.") |
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SHADER_PARAM( DISTANCEALPHAFROMDETAIL, SHADER_PARAM_TYPE_BOOL, "0", "Take the distance-coded alpha mask from the detail texture.") |
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SHADER_PARAM( SOFTEDGES, SHADER_PARAM_TYPE_BOOL, "0", "Enable soft edges to distance coded textures.") |
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SHADER_PARAM( SCALEEDGESOFTNESSBASEDONSCREENRES, SHADER_PARAM_TYPE_BOOL, "0", "Scale the size of the soft edges based upon resolution. 1024x768 = nominal.") |
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SHADER_PARAM( EDGESOFTNESSSTART, SHADER_PARAM_TYPE_FLOAT, "0.6", "Start value for soft edges for distancealpha."); |
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SHADER_PARAM( EDGESOFTNESSEND, SHADER_PARAM_TYPE_FLOAT, "0.5", "End value for soft edges for distancealpha."); |
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SHADER_PARAM( GLOW, SHADER_PARAM_TYPE_BOOL, "0", "Enable glow/shadow for distance coded textures.") |
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SHADER_PARAM( GLOWCOLOR, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "color of outter glow for distance coded line art." ) |
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SHADER_PARAM( GLOWALPHA, SHADER_PARAM_TYPE_FLOAT, "1", "Base glow alpha amount for glows/shadows with distance alpha." ) |
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SHADER_PARAM( GLOWSTART, SHADER_PARAM_TYPE_FLOAT, "0.7", "start value for glow/shadow") |
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SHADER_PARAM( GLOWEND, SHADER_PARAM_TYPE_FLOAT, "0.5", "end value for glow/shadow") |
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SHADER_PARAM( GLOWX, SHADER_PARAM_TYPE_FLOAT, "0", "texture offset x for glow mask.") |
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SHADER_PARAM( GLOWY, SHADER_PARAM_TYPE_FLOAT, "0", "texture offset y for glow mask.") |
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SHADER_PARAM( OUTLINE, SHADER_PARAM_TYPE_BOOL, "0", "Enable outline for distance coded textures.") |
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SHADER_PARAM( OUTLINECOLOR, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "color of outline for distance coded images." ) |
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SHADER_PARAM( OUTLINEALPHA, SHADER_PARAM_TYPE_FLOAT, "0.0", "alpha value for outline") |
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SHADER_PARAM( OUTLINESTART0, SHADER_PARAM_TYPE_FLOAT, "0.0", "outer start value for outline") |
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SHADER_PARAM( OUTLINESTART1, SHADER_PARAM_TYPE_FLOAT, "0.0", "inner start value for outline") |
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SHADER_PARAM( OUTLINEEND0, SHADER_PARAM_TYPE_FLOAT, "0.0", "inner end value for outline") |
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SHADER_PARAM( OUTLINEEND1, SHADER_PARAM_TYPE_FLOAT, "0.0", "outer end value for outline") |
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SHADER_PARAM( SCALEOUTLINESOFTNESSBASEDONSCREENRES, SHADER_PARAM_TYPE_BOOL, "0", "Scale the size of the soft part of the outline based upon resolution. 1024x768 = nominal.") |
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SHADER_PARAM( SEPARATEDETAILUVS, SHADER_PARAM_TYPE_BOOL, "0", "Use texcoord1 for detail texture" ) |
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SHADER_PARAM( GAMMACOLORREAD, SHADER_PARAM_TYPE_INTEGER, "0", "Disables SRGB conversion of color texture read." ) |
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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" ) |
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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( RECEIVEFLASHLIGHT, SHADER_PARAM_TYPE_INTEGER, "0", "Forces this material to receive flashlights." ) |
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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_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 = -1; |
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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_nDetailTextureCombineMode = DETAILBLENDMODE; |
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info.m_nDetailTextureBlendFactor = DETAILBLENDFACTOR; |
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info.m_nDetailTextureTransform = DETAILTEXTURETRANSFORM; |
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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 = -1; |
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info.m_nBumpFrame = -1; |
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info.m_nBumpTransform = -1; |
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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_nVertexAlphaTest = VERTEXALPHATEST; |
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info.m_nFlashlightTexture = FLASHLIGHTTEXTURE; |
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info.m_nFlashlightTextureFrame = FLASHLIGHTTEXTUREFRAME; |
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info.m_nHDRColorScale = HDRCOLORSCALE; |
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info.m_nPhongExponent = -1; |
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info.m_nPhongExponentTexture = -1; |
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info.m_nDiffuseWarpTexture = -1; |
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info.m_nPhongWarpTexture = -1; |
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info.m_nPhongBoost = -1; |
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info.m_nPhongFresnelRanges = -1; |
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info.m_nPhong = -1; |
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info.m_nPhongTint = -1; |
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info.m_nPhongAlbedoTint = -1; |
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info.m_nSelfIllumEnvMapMask_Alpha = -1; |
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info.m_nAmbientOnly = -1; |
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info.m_nBaseMapAlphaPhongMask = -1; |
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info.m_nEnvmapFresnel = -1; |
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info.m_nSelfIllumMask = -1; |
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info.m_nDistanceAlpha = DISTANCEALPHA; |
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info.m_nDistanceAlphaFromDetail = DISTANCEALPHAFROMDETAIL; |
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info.m_nSoftEdges = SOFTEDGES; |
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info.m_nEdgeSoftnessStart = EDGESOFTNESSSTART; |
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info.m_nEdgeSoftnessEnd = EDGESOFTNESSEND; |
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info.m_nScaleEdgeSoftnessBasedOnScreenRes = SCALEEDGESOFTNESSBASEDONSCREENRES; |
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info.m_nGlow = GLOW; |
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info.m_nGlowColor = GLOWCOLOR; |
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info.m_nGlowAlpha = GLOWALPHA; |
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info.m_nGlowStart = GLOWSTART; |
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info.m_nGlowEnd = GLOWEND; |
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info.m_nGlowX = GLOWX; |
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info.m_nGlowY = GLOWY; |
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info.m_nOutline = OUTLINE; |
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info.m_nOutlineColor = OUTLINECOLOR; |
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info.m_nOutlineAlpha = OUTLINEALPHA; |
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info.m_nOutlineStart0 = OUTLINESTART0; |
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info.m_nOutlineStart1 = OUTLINESTART1; |
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info.m_nOutlineEnd0 = OUTLINEEND0; |
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info.m_nOutlineEnd1 = OUTLINEEND1; |
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info.m_nScaleOutlineSoftnessBasedOnScreenRes = SCALEOUTLINESOFTNESSBASEDONSCREENRES; |
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info.m_nSeparateDetailUVs = SEPARATEDETAILUVS; |
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info.m_nLinearWrite = LINEARWRITE; |
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info.m_nGammaColorRead = GAMMACOLORREAD; |
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info.m_nDepthBlend = DEPTHBLEND; |
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info.m_nDepthBlendScale = DEPTHBLENDSCALE; |
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info.m_nReceiveFlashlight = RECEIVEFLASHLIGHT; |
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} |
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SHADER_INIT_PARAMS() |
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{ |
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VertexLitGeneric_DX9_Vars_t vars; |
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SetupVars( vars ); |
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InitParamsVertexLitGeneric_DX9( this, params, pMaterialName, false, vars ); |
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} |
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SHADER_FALLBACK |
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{ |
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if( g_pHardwareConfig->GetDXSupportLevel() < 90 ) |
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{ |
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return "UnlitGeneric_DX8"; |
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} |
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return 0; |
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} |
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SHADER_INIT |
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{ |
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VertexLitGeneric_DX9_Vars_t vars; |
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SetupVars( vars ); |
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InitVertexLitGeneric_DX9( this, params, false, vars ); |
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} |
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SHADER_DRAW |
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{ |
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VertexLitGeneric_DX9_Vars_t vars; |
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SetupVars( vars ); |
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bool bNewFlashlightPath = IsX360() || ( r_flashlight_version2.GetInt() != 0 ); |
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if ( ( pShaderShadow == NULL ) && ( pShaderAPI != NULL ) && !bNewFlashlightPath && pShaderAPI->InFlashlightMode() ) // Not snapshotting && flashlight pass |
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{ |
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Draw( false ); |
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} |
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else |
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{ |
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DrawVertexLitGeneric_DX9( this, params, pShaderAPI, pShaderShadow, false, vars, vertexCompression, pContextDataPtr ); |
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} |
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} |
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END_SHADER
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