//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======// // // Purpose: // // $Header: $ // $NoKeywords: $ //===========================================================================// #include "BaseVSShader.h" #include "fxctmp9/unlitgeneric_ps40.inc" #include "fxctmp9/unlitgeneric_vs40.inc" //extern ConVar r_flashlight_version2; // HACKHACK DEFINE_FALLBACK_SHADER(Vertexlitgeneric, UnlitGeneric) DEFINE_FALLBACK_SHADER(Lightmappedgeneric, UnlitGeneric) DEFINE_FALLBACK_SHADER(WorldVertexTransition, UnlitGeneric) BEGIN_VS_SHADER( UnlitGeneric, "Help for UnlitGeneric" ) BEGIN_SHADER_PARAMS SHADER_PARAM( ALBEDO, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "albedo (Base texture with no baked lighting)" ) SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "detail texture" ) SHADER_PARAM( DETAILFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $detail" ) SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "4", "scale of the detail texture" ) SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" ) SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "", "envmap frame number" ) SHADER_PARAM( ENVMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_envmask", "envmap mask" ) SHADER_PARAM( ENVMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" ) SHADER_PARAM( ENVMAPMASKTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$envmapmask texcoord transform" ) SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" ) SHADER_PARAM( ENVMAPCONTRAST, SHADER_PARAM_TYPE_FLOAT, "0.0", "contrast 0 == normal 1 == color*color" ) SHADER_PARAM( ENVMAPSATURATION, SHADER_PARAM_TYPE_FLOAT, "1.0", "saturation 0 == greyscale 1 == normal" ) SHADER_PARAM( ALPHATESTREFERENCE, SHADER_PARAM_TYPE_FLOAT, "0.7", "" ) SHADER_PARAM( VERTEXALPHATEST, SHADER_PARAM_TYPE_INTEGER, "0", "" ) SHADER_PARAM( HDRCOLORSCALE, SHADER_PARAM_TYPE_FLOAT, "1.0", "hdr color scale" ) SHADER_PARAM( PHONGEXPONENT, SHADER_PARAM_TYPE_FLOAT, "5.0", "Phong exponent for local specular lights" ) SHADER_PARAM( PHONGTINT, SHADER_PARAM_TYPE_VEC3, "5.0", "Phong tint for local specular lights" ) SHADER_PARAM( PHONGALBEDOTINT, SHADER_PARAM_TYPE_BOOL, "1.0", "Apply tint by albedo (controlled by spec exponent texture" ) SHADER_PARAM( LIGHTWARPTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "1D ramp texture for tinting scalar diffuse term" ) SHADER_PARAM( PHONGWARPTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "2D map for warping specular" ) SHADER_PARAM( PHONGFRESNELRANGES, SHADER_PARAM_TYPE_VEC3, "[0 0.5 1]", "Parameters for remapping fresnel output" ) SHADER_PARAM( PHONGBOOST, SHADER_PARAM_TYPE_FLOAT, "1.0", "Phong overbrightening factor (specular mask channel should be authored to account for this)" ) SHADER_PARAM( PHONGEXPONENTTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Phong Exponent map" ) SHADER_PARAM( PHONG, SHADER_PARAM_TYPE_BOOL, "0", "enables phong lighting" ) 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" ) SHADER_PARAM( DETAILBLENDFACTOR, SHADER_PARAM_TYPE_FLOAT, "1", "blend amount for detail texture." ) SHADER_PARAM( SELFILLUMMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "If we bind a texture here, it overrides base alpha (if any) for self illum" ) SHADER_PARAM( DISTANCEALPHA, SHADER_PARAM_TYPE_BOOL, "0", "Use distance-coded alpha generated from hi-res texture by vtex.") SHADER_PARAM( DISTANCEALPHAFROMDETAIL, SHADER_PARAM_TYPE_BOOL, "0", "Take the distance-coded alpha mask from the detail texture.") SHADER_PARAM( SOFTEDGES, SHADER_PARAM_TYPE_BOOL, "0", "Enable soft edges to distance coded textures.") SHADER_PARAM( SCALEEDGESOFTNESSBASEDONSCREENRES, SHADER_PARAM_TYPE_BOOL, "0", "Scale the size of the soft edges based upon resolution. 1024x768 = nominal.") SHADER_PARAM( EDGESOFTNESSSTART, SHADER_PARAM_TYPE_FLOAT, "0.6", "Start value for soft edges for distancealpha."); SHADER_PARAM( EDGESOFTNESSEND, SHADER_PARAM_TYPE_FLOAT, "0.5", "End value for soft edges for distancealpha."); SHADER_PARAM( GLOW, SHADER_PARAM_TYPE_BOOL, "0", "Enable glow/shadow for distance coded textures.") SHADER_PARAM( GLOWCOLOR, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "color of outter glow for distance coded line art." ) SHADER_PARAM( GLOWALPHA, SHADER_PARAM_TYPE_FLOAT, "1", "Base glow alpha amount for glows/shadows with distance alpha." ) SHADER_PARAM( GLOWSTART, SHADER_PARAM_TYPE_FLOAT, "0.7", "start value for glow/shadow") SHADER_PARAM( GLOWEND, SHADER_PARAM_TYPE_FLOAT, "0.5", "end value for glow/shadow") SHADER_PARAM( GLOWX, SHADER_PARAM_TYPE_FLOAT, "0", "texture offset x for glow mask.") SHADER_PARAM( GLOWY, SHADER_PARAM_TYPE_FLOAT, "0", "texture offset y for glow mask.") SHADER_PARAM( OUTLINE, SHADER_PARAM_TYPE_BOOL, "0", "Enable outline for distance coded textures.") SHADER_PARAM( OUTLINECOLOR, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "color of outline for distance coded images." ) SHADER_PARAM( OUTLINEALPHA, SHADER_PARAM_TYPE_FLOAT, "0.0", "alpha value for outline") SHADER_PARAM( OUTLINESTART0, SHADER_PARAM_TYPE_FLOAT, "0.0", "outer start value for outline") SHADER_PARAM( OUTLINESTART1, SHADER_PARAM_TYPE_FLOAT, "0.0", "inner start value for outline") SHADER_PARAM( OUTLINEEND0, SHADER_PARAM_TYPE_FLOAT, "0.0", "inner end value for outline") SHADER_PARAM( OUTLINEEND1, SHADER_PARAM_TYPE_FLOAT, "0.0", "outer end value for outline") SHADER_PARAM( SCALEOUTLINESOFTNESSBASEDONSCREENRES, SHADER_PARAM_TYPE_BOOL, "0", "Scale the size of the soft part of the outline based upon resolution. 1024x768 = nominal.") SHADER_PARAM( SEPARATEDETAILUVS, SHADER_PARAM_TYPE_BOOL, "0", "Use texcoord1 for detail texture" ) SHADER_PARAM( GAMMACOLORREAD, SHADER_PARAM_TYPE_INTEGER, "0", "Disables SRGB conversion of color texture read." ) SHADER_PARAM( LINEARWRITE, SHADER_PARAM_TYPE_INTEGER, "0", "Disables SRGB conversion of shader results." ) SHADER_PARAM( DEPTHBLEND, SHADER_PARAM_TYPE_INTEGER, "0", "fade at intersection boundaries" ) SHADER_PARAM( DEPTHBLENDSCALE, SHADER_PARAM_TYPE_FLOAT, "50.0", "Amplify or reduce DEPTHBLEND fading. Lower values make harder edges." ) SHADER_PARAM( RECEIVEFLASHLIGHT, SHADER_PARAM_TYPE_INTEGER, "0", "Forces this material to receive flashlights." ) END_SHADER_PARAMS SHADER_INIT_PARAMS() { } SHADER_FALLBACK { if( g_pHardwareConfig->GetDXSupportLevel() < 90 ) { return "Wireframe"; } return 0; } SHADER_INIT { if (params[BASETEXTURE]->IsDefined()) { LoadTexture(BASETEXTURE); } } SHADER_DRAW { bool bDrawStandardPass = true; bool bHasVertexColor = IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR); bool bHasVertexAlpha = IS_FLAG_SET(MATERIAL_VAR_VERTEXALPHA); if (bDrawStandardPass) { BlendType_t nBlendType = EvaluateBlendRequirements(BASETEXTURE, true); bool bFullyOpaque = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && !IS_FLAG_SET(MATERIAL_VAR_ALPHATEST); //dest alpha is free for special use SHADOW_STATE { // Either we've got a constant modulation bool isTranslucent = IsAlphaModulating(); // Or we've got a texture alpha on either texture isTranslucent = isTranslucent || TextureIsTranslucent(BASETEXTURE, true); if (isTranslucent) { if (IS_FLAG_SET(MATERIAL_VAR_ADDITIVE)) { EnableAlphaBlending(SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE); } else { EnableAlphaBlending(SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA); } } else { if (IS_FLAG_SET(MATERIAL_VAR_ADDITIVE)) { EnableAlphaBlending(SHADER_BLEND_ONE, SHADER_BLEND_ONE); } else { DisableAlphaBlending(); } } // Set stream format (note that this shader supports compression) unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_COMPRESSED; if (bHasVertexColor || bHasVertexAlpha) { flags |= VERTEX_COLOR; } int nTexCoordCount = 1; int userDataSize = 0; if (IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR)) { flags |= VERTEX_COLOR; } int pTexCoordDim[1] = { 4 }; pShaderShadow->VertexShaderVertexFormat(flags, nTexCoordCount, pTexCoordDim, userDataSize); SetVertexShaderConstantBuffer(0, SHADER_CONSTANTBUFFER_SKINNING); SetVertexShaderConstantBuffer(1, SHADER_CONSTANTBUFFER_PERFRAME); SetVertexShaderConstantBuffer(2, SHADER_CONSTANTBUFFER_PERSCENE); SetPixelShaderConstantBuffer(0, SHADER_CONSTANTBUFFER_PERFRAME); SetPixelShaderConstantBuffer(1, SHADER_CONSTANTBUFFER_PERSCENE); DECLARE_STATIC_VERTEX_SHADER(unlitgeneric_vs40); SET_STATIC_VERTEX_SHADER_COMBO(VERTEXCOLOR, bHasVertexColor || bHasVertexAlpha); SET_STATIC_VERTEX_SHADER_COMBO(MODEL, 1); SET_STATIC_VERTEX_SHADER(unlitgeneric_vs40); DECLARE_STATIC_PIXEL_SHADER(unlitgeneric_ps40); SET_STATIC_PIXEL_SHADER(unlitgeneric_ps40); DefaultFog(); pShaderShadow->EnableAlphaWrites(bFullyOpaque); } DYNAMIC_STATE { BindTexture(SHADER_SAMPLER0, BASETEXTURE, FRAME); //pShaderAPI->GetFogParamsAndColor(consts.FogParams.Base(), consts.FogColor.Base()); //StoreVertexShaderTextureTransform(consts.BaseTextureTransform, BASETEXTURETRANSFORM); //StoreVertexShaderTextureTransform(consts.BaseTexture2Transform, TEXTURE2TRANSFORM); //SetModulationDynamicState_LinearColorSpace(consts.ModulationColor); //UPDATE_CONSTANT_BUFFER(UnlitTwoTexture, consts); //MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode(); //int fogIndex = (fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z) ? 1 : 0; //int numBones = pShaderAPI->GetCurrentNumBones(); DECLARE_DYNAMIC_VERTEX_SHADER(unlitgeneric_vs40); SET_DYNAMIC_VERTEX_SHADER(unlitgeneric_vs40); DECLARE_DYNAMIC_PIXEL_SHADER(unlitgeneric_ps40); SET_DYNAMIC_PIXEL_SHADER(unlitgeneric_ps40); } Draw(); } else { // Skip this pass! Draw(false); } } END_SHADER