Added many shader source files

This should include the latest version of every shader that was in the
2007 SDK. It also includes a smattering of debug shaders, both VR
distortion shaders, and other assorted shaders that will hopefully be
useful.

None of these new files are included in the game shader DLL project. If
you need to modify one of these shaders for use in your mod you will
need to rename it so that you don't collide with the version of that
shader that lives in stdshader_dx9.dll.
This commit is contained in:
Joe Ludwig
2013-12-23 14:58:45 -08:00
parent 9c37fcc3a8
commit 7309a5f13f
710 changed files with 74048 additions and 0 deletions

View File

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: A wet version of base * lightmap
//
// $Header: $
// $NoKeywords: $
//===========================================================================//
#include "BaseVSShader.h"
#include "cable.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( Cable, Cable_DX8 )
BEGIN_VS_SHADER( Cable_DX8,
"Help for Cable shader" )
BEGIN_SHADER_PARAMS
SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "cable/cablenormalmap", "bumpmap texture" )
SHADER_PARAM( MINLIGHT, SHADER_PARAM_TYPE_FLOAT, "0.1", "Minimum amount of light (0-1 value)" )
SHADER_PARAM( MAXLIGHT, SHADER_PARAM_TYPE_FLOAT, "0.3", "Maximum amount of light" )
END_SHADER_PARAMS
SHADER_FALLBACK
{
if ( IsPC() && !g_pHardwareConfig->SupportsVertexAndPixelShaders())
{
return "UnlitGeneric_DX6";
}
return 0;
}
SHADER_INIT
{
LoadBumpMap( BUMPMAP );
LoadTexture( BASETEXTURE );
}
SHADER_DRAW
{
SHADOW_STATE
{
// Enable blending?
if ( IS_FLAG_SET( MATERIAL_VAR_TRANSLUCENT ) )
{
pShaderShadow->EnableDepthWrites( false );
pShaderShadow->EnableBlending( true );
pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
}
pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
if ( g_pHardwareConfig->GetDXSupportLevel() >= 90)
{
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true );
}
int tCoordDimensions[] = {2,2};
pShaderShadow->VertexShaderVertexFormat(
VERTEX_POSITION | VERTEX_COLOR | VERTEX_TANGENT_S | VERTEX_TANGENT_T,
2, tCoordDimensions, 0 );
cable_Static_Index vshIndex;
pShaderShadow->SetVertexShader( "Cable", vshIndex.GetIndex() );
pShaderShadow->SetPixelShader( "Cable" );
// we are writing linear values from this shader.
// This is kinda wrong. We are writing linear or gamma depending on "IsHDREnabled" below.
// The COLOR really decides if we are gamma or linear.
if ( g_pHardwareConfig->GetDXSupportLevel() >= 90)
{
pShaderShadow->EnableSRGBWrite( true );
}
FogToFogColor();
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER0, BUMPMAP );
BindTexture( SHADER_SAMPLER1, BASETEXTURE );
// The dot product with the light is remapped from the range
// [-1,1] to [MinLight, MaxLight].
// Given:
// -A + B = MinLight
// A + B = MaxLight
// then A = (MaxLight - MinLight) / 2
// and B = (MaxLight + MinLight) / 2
// So here, we multiply the light direction by A to scale the dot product.
// Then in the pixel shader we add by B.
float flMinLight = params[MINLIGHT]->GetFloatValue();
float flMaxLight = params[MAXLIGHT]->GetFloatValue();
float A = (flMaxLight - flMinLight) * 0.5f;
float B = (flMaxLight + flMinLight) * 0.5f;
float b4[4] = {B,B,B,B};
if( g_pHardwareConfig->GetDXSupportLevel() >= 90)
{
SetPixelShaderConstantGammaToLinear( 0, b4 );
}
else
{
pShaderAPI->SetPixelShaderConstant( 0, b4 );
}
// This is the light direction [0,1,0,0] * A * 0.5
float lightDir[4] = {0, A*0.5, 0, 0};
if( g_pHardwareConfig->GetDXSupportLevel() >= 90)
{
SetVertexShaderConstantGammaToLinear( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, lightDir );
}
else
{
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, lightDir );
}
cable_Dynamic_Index vshIndex;
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
}
Draw();
}
END_SHADER