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194
materialsystem/stdshaders/shatteredglass_dx7.cpp
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194
materialsystem/stdshaders/shatteredglass_dx7.cpp
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Lightmap only shader
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//
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// $Header: $
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// $NoKeywords: $
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//=============================================================================//
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#include "shaderlib/cshader.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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DEFINE_FALLBACK_SHADER( ShatteredGlass, ShatteredGlass_DX7 )
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BEGIN_SHADER( ShatteredGlass_DX7,
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"Help for ShatteredGlass_DX7" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/Detail", "detail" )
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SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "1", "detail scale" )
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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, "", "" )
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SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" )
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SHADER_PARAM( ENVMAPMASKSCALE, SHADER_PARAM_TYPE_FLOAT, "1", "envmap mask scale" )
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SHADER_PARAM( LIGHTMAPTINT, SHADER_PARAM_TYPE_FLOAT, "1.0", "lightmap tint" )
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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if( !params[ENVMAPMASKSCALE]->IsDefined() )
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{
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params[ENVMAPMASKSCALE]->SetFloatValue( 1.0f );
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}
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if( !params[DETAILSCALE]->IsDefined() )
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{
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params[DETAILSCALE]->SetFloatValue( 1.0f );
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}
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if( !params[LIGHTMAPTINT]->IsDefined() )
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{
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params[LIGHTMAPTINT]->SetFloatValue( 1.0f );
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}
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if( !params[ENVMAPTINT]->IsDefined() )
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{
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params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
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}
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// No texture means no self-illum or env mask in base alpha
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if ( !params[BASETEXTURE]->IsDefined() )
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{
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CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
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}
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// If in decal mode, no debug override...
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if (IS_FLAG_SET(MATERIAL_VAR_DECAL))
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{
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SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
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}
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}
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SHADER_INIT
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{
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if (params[BASETEXTURE]->IsDefined())
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{
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LoadTexture( BASETEXTURE );
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if (!params[BASETEXTURE]->GetTextureValue()->IsTranslucent())
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{
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if (IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK))
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CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
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}
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}
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if (params[DETAIL]->IsDefined())
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{
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LoadTexture( DETAIL );
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}
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// Don't alpha test if the alpha channel is used for other purposes
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if (IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK) )
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CLEAR_FLAGS( MATERIAL_VAR_ALPHATEST );
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if (params[ENVMAP]->IsDefined())
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{
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if( !IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) )
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LoadCubeMap( ENVMAP );
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else
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LoadTexture( ENVMAP );
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if( !g_pHardwareConfig->SupportsCubeMaps() )
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{
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SET_FLAGS( MATERIAL_VAR_ENVMAPSPHERE );
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}
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}
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}
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SHADER_FALLBACK
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{
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// The only thing we can't do here is masked env-mapped
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if (g_pHardwareConfig->GetSamplerCount() < 2)
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{
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return "LightmappedTwoTexture_DX5";
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}
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return 0;
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}
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// Can't use the normal detail pass since we're modulating by the detail texture
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// and because we're using the secondary texture coordinate
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void DrawBaseTimesDetail( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
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{
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// Base
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SHADOW_STATE
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{
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// alpha test
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pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) );
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// Alpha blending, enable alpha blending if the detail texture is translucent
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bool detailIsTranslucent = TextureIsTranslucent( DETAIL, false );
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if ( detailIsTranslucent )
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{
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if ( IS_FLAG_SET( MATERIAL_VAR_ADDITIVE ) )
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{
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EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE );
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}
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else
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{
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EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
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}
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}
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else
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{
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SetDefaultBlendingShadowState( BASETEXTURE, true );
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}
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// independently configure alpha and color
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pShaderShadow->EnableAlphaPipe( true );
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// Here's the color states (NOTE: SHADER_DRAW_COLOR == use Vertex Color)
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pShaderShadow->EnableConstantColor( IsColorModulating() );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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// Here's the alpha states
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pShaderShadow->EnableConstantAlpha( IsAlphaModulating() );
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pShaderShadow->EnableVertexAlpha( IS_FLAG_SET(MATERIAL_VAR_VERTEXALPHA) );
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pShaderShadow->EnableTextureAlpha( SHADER_TEXTURE_STAGE0, TextureIsTranslucent(BASETEXTURE, true) );
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pShaderShadow->EnableTextureAlpha( SHADER_TEXTURE_STAGE1, detailIsTranslucent );
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int flags = SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_SECONDARY_TEXCOORD1;
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if (IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR))
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flags |= SHADER_DRAW_COLOR;
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pShaderShadow->DrawFlags( flags );
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DefaultFog();
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}
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DYNAMIC_STATE
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{
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SetFixedFunctionTextureTransform( MATERIAL_TEXTURE0, BASETEXTURETRANSFORM );
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SetFixedFunctionTextureScale( MATERIAL_TEXTURE1, DETAILSCALE );
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
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BindTexture( SHADER_SAMPLER1, DETAIL );
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SetModulationDynamicState();
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}
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Draw();
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SHADOW_STATE
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{
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pShaderShadow->EnableAlphaPipe( false );
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}
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}
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SHADER_DRAW
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{
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// Pass 1 : Base + env
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DrawBaseTimesDetail( params, pShaderAPI, pShaderShadow );
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// Pass 2 : * lightmap
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FixedFunctionMultiplyByLightmapPass( BASETEXTURE, FRAME, BASETEXTURETRANSFORM, params[LIGHTMAPTINT]->GetFloatValue() );
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// Pass 3 : + env
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bool envDefined = params[ENVMAP]->IsTexture();
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if (envDefined)
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{
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FixedFunctionAdditiveMaskedEnvmapPass(
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ENVMAP, BASETEXTURE, BASETEXTURE,
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ENVMAPFRAME, FRAME, FRAME,
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BASETEXTURETRANSFORM, ENVMAPMASKSCALE, ENVMAPTINT );
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}
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}
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END_SHADER
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