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

@@ -0,0 +1,578 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "BaseVSShader.h"
#include "cpp_shader_constant_register_map.h"
#include "teeth_vs20.inc"
#include "teeth_flashlight_vs20.inc"
#include "teeth_bump_vs20.inc"
#include "teeth_ps20.inc"
#include "teeth_ps20b.inc"
#include "teeth_flashlight_ps20.inc"
#include "teeth_flashlight_ps20b.inc"
#include "teeth_bump_ps20.inc"
#include "teeth_bump_ps20b.inc"
#ifndef _X360
#include "teeth_vs30.inc"
#include "teeth_ps30.inc"
#include "teeth_bump_vs30.inc"
#include "teeth_bump_ps30.inc"
#include "teeth_flashlight_vs30.inc"
#include "teeth_flashlight_ps30.inc"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( Teeth, Teeth_DX9 )
extern ConVar r_flashlight_version2;
BEGIN_VS_SHADER( Teeth_DX9, "Help for Teeth_DX9" )
BEGIN_SHADER_PARAMS
SHADER_PARAM( ILLUMFACTOR, SHADER_PARAM_TYPE_FLOAT, "1", "Amount to darken or brighten the teeth" )
SHADER_PARAM( FORWARD, SHADER_PARAM_TYPE_VEC3, "[1 0 0]", "Forward direction vector for teeth lighting" )
SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "bump map" )
SHADER_PARAM( PHONGEXPONENT, SHADER_PARAM_TYPE_FLOAT, "100", "phong exponent" )
SHADER_PARAM( INTRO, SHADER_PARAM_TYPE_BOOL, "0", "is teeth in the ep1 intro" )
SHADER_PARAM( ENTITYORIGIN, SHADER_PARAM_TYPE_VEC3,"0.0","center if the model in world space" )
SHADER_PARAM( WARPPARAM, SHADER_PARAM_TYPE_FLOAT,"0.0","animation param between 0 and 1" )
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
if ( g_pHardwareConfig->SupportsBorderColor() )
{
params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight_border" );
}
else
{
params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
}
SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
if( !params[INTRO]->IsDefined() )
{
params[INTRO]->SetIntValue( 0 );
}
}
SHADER_FALLBACK
{
if( g_pHardwareConfig->GetDXSupportLevel() < 90 || g_pConfig->bSoftwareLighting )
{
return "Teeth_dx8";
}
return 0;
}
SHADER_INIT
{
LoadTexture( FLASHLIGHTTEXTURE, TEXTUREFLAGS_SRGB );
LoadTexture( BASETEXTURE, TEXTUREFLAGS_SRGB );
if( params[BUMPMAP]->IsDefined() )
{
LoadTexture( BUMPMAP );
}
}
void DrawUsingVertexShader( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, VertexCompressionType_t vertexCompression )
{
bool hasBump = params[BUMPMAP]->IsTexture();
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
{
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Base map
int flags = VERTEX_POSITION | VERTEX_NORMAL;
int nTexCoordCount = 1;
int userDataSize = 0;
if ( hasBump )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Bump map
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false );
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // Normalization sampler for per-pixel lighting
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, false );
userDataSize = 4; // tangent S
}
// This shader supports compressed vertices, so OR in that flag:
flags |= VERTEX_FORMAT_COMPRESSED;
pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
if ( hasBump )
{
#ifndef _X360
if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
{
bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
DECLARE_STATIC_VERTEX_SHADER( teeth_bump_vs20 );
SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[INTRO]->GetIntValue() ? 1 : 0 );
SET_STATIC_VERTEX_SHADER_COMBO( USE_STATIC_CONTROL_FLOW, bUseStaticControlFlow );
SET_STATIC_VERTEX_SHADER( teeth_bump_vs20 );
// ps_2_b version which does phong
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( teeth_bump_ps20b );
SET_STATIC_PIXEL_SHADER( teeth_bump_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( teeth_bump_ps20 );
SET_STATIC_PIXEL_SHADER( teeth_bump_ps20 );
}
}
#ifndef _X360
else
{
// The vertex shader uses the vertex id stream
SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );
DECLARE_STATIC_VERTEX_SHADER( teeth_bump_vs30 );
SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[INTRO]->GetIntValue() ? 1 : 0 );
SET_STATIC_VERTEX_SHADER( teeth_bump_vs30 );
DECLARE_STATIC_PIXEL_SHADER( teeth_bump_ps30 );
SET_STATIC_PIXEL_SHADER( teeth_bump_ps30 );
}
#endif
}
else
{
#ifndef _X360
if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
{
bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
DECLARE_STATIC_VERTEX_SHADER( teeth_vs20 );
SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[INTRO]->GetIntValue() ? 1 : 0 );
SET_STATIC_VERTEX_SHADER_COMBO( USE_STATIC_CONTROL_FLOW, bUseStaticControlFlow );
SET_STATIC_VERTEX_SHADER( teeth_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( teeth_ps20b );
SET_STATIC_PIXEL_SHADER( teeth_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( teeth_ps20 );
SET_STATIC_PIXEL_SHADER( teeth_ps20 );
}
}
#ifndef _X360
else
{
// The vertex shader uses the vertex id stream
SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );
DECLARE_STATIC_VERTEX_SHADER( teeth_vs30 );
SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[INTRO]->GetIntValue() ? 1 : 0 );
SET_STATIC_VERTEX_SHADER( teeth_vs30 );
DECLARE_STATIC_PIXEL_SHADER( teeth_ps30 );
SET_STATIC_PIXEL_SHADER( teeth_ps30 );
}
#endif
}
// On DX9, do sRGB
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
pShaderShadow->EnableSRGBWrite( true );
FogToFogColor();
pShaderShadow->EnableAlphaWrites( bFullyOpaque );
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
if ( hasBump )
{
BindTexture( SHADER_SAMPLER1, BUMPMAP );
}
pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED );
pShaderAPI->SetPixelShaderStateAmbientLightCube( PSREG_AMBIENT_CUBE );
pShaderAPI->CommitPixelShaderLighting( PSREG_LIGHT_INFO_ARRAY );
Vector4D lighting;
params[FORWARD]->GetVecValue( lighting.Base(), 3 );
lighting[3] = params[ILLUMFACTOR]->GetFloatValue();
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, lighting.Base() );
LightState_t lightState;
pShaderAPI->GetDX9LightState( &lightState );
pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
float vEyePos_SpecExponent[4];
pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent );
vEyePos_SpecExponent[3] = 0.0f;
pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 );
if ( hasBump )
{
#ifndef _X360
if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
{
bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
DECLARE_DYNAMIC_VERTEX_SHADER( teeth_bump_vs20 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT, lightState.m_bStaticLight ? 1 : 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, bUseStaticControlFlow ? 0 : lightState.m_nNumLights );
SET_DYNAMIC_VERTEX_SHADER( teeth_bump_vs20 );
// ps_2_b version which does Phong
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
Vector4D vSpecExponent;
vSpecExponent[3] = params[PHONGEXPONENT]->GetFloatValue();
pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vSpecExponent.Base(), 1 );
DECLARE_DYNAMIC_PIXEL_SHADER( teeth_bump_ps20b );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
SET_DYNAMIC_PIXEL_SHADER_COMBO( AMBIENT_LIGHT, lightState.m_bAmbientLight ? 1 : 0 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() );
SET_DYNAMIC_PIXEL_SHADER( teeth_bump_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( teeth_bump_ps20 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
SET_DYNAMIC_PIXEL_SHADER_COMBO( AMBIENT_LIGHT, lightState.m_bAmbientLight ? 1 : 0 );
SET_DYNAMIC_PIXEL_SHADER( teeth_bump_ps20 );
}
}
#ifndef _X360
else
{
SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 );
DECLARE_DYNAMIC_VERTEX_SHADER( teeth_bump_vs30 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT, lightState.m_bStaticLight ? 1 : 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() );
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
SET_DYNAMIC_VERTEX_SHADER( teeth_bump_vs30 );
Vector4D vSpecExponent;
vSpecExponent[3] = params[PHONGEXPONENT]->GetFloatValue();
pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vSpecExponent.Base(), 1 );
DECLARE_DYNAMIC_PIXEL_SHADER( teeth_bump_ps30 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
SET_DYNAMIC_PIXEL_SHADER_COMBO( AMBIENT_LIGHT, lightState.m_bAmbientLight ? 1 : 0 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() );
SET_DYNAMIC_PIXEL_SHADER( teeth_bump_ps30 );
}
#endif
}
else
{
// For non-bumped case, ambient cube is computed in the vertex shader
SetAmbientCubeDynamicStateVertexShader();
#ifndef _X360
if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
{
bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
DECLARE_DYNAMIC_VERTEX_SHADER( teeth_vs20 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( DYNAMIC_LIGHT, lightState.HasDynamicLight() );
SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT, lightState.m_bStaticLight ? 1 : 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, bUseStaticControlFlow ? 0 : lightState.m_nNumLights );
SET_DYNAMIC_VERTEX_SHADER( teeth_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( teeth_ps20b );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() );
SET_DYNAMIC_PIXEL_SHADER( teeth_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( teeth_ps20 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER( teeth_ps20 );
}
}
#ifndef _X360
else
{
SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 );
DECLARE_DYNAMIC_VERTEX_SHADER( teeth_vs30 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( DYNAMIC_LIGHT, lightState.HasDynamicLight() );
SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT, lightState.m_bStaticLight ? 1 : 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() );
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
SET_DYNAMIC_VERTEX_SHADER( teeth_vs30 );
DECLARE_DYNAMIC_PIXEL_SHADER( teeth_ps30 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() );
SET_DYNAMIC_PIXEL_SHADER( teeth_ps30 );
}
#endif
}
if( params[INTRO]->GetIntValue() )
{
float curTime = params[WARPPARAM]->GetFloatValue();
float timeVec[4] = { 0.0f, 0.0f, 0.0f, curTime };
Assert( params[ENTITYORIGIN]->IsDefined() );
params[ENTITYORIGIN]->GetVecValue( timeVec, 3 );
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, timeVec, 1 );
}
}
Draw();
}
void DrawFlashlight( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, VertexCompressionType_t vertexCompression )
{
SHADOW_STATE
{
// Be sure not to write to dest alpha
pShaderShadow->EnableAlphaWrites( false );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Base map
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Flashlight spot
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true );
// Additive blend the teeth, lit by the flashlight
s_pShaderShadow->EnableAlphaTest( false );
s_pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
s_pShaderShadow->EnableBlending( true );
// Set stream format (note that this shader supports compression)
int flags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_COMPRESSED;
int nTexCoordCount = 1;
int userDataSize = 0;
pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
int nShadowFilterMode = 0;
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // shadow depth map
pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER2 );
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); // shadow noise
nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode(); // Based upon vendor and device dependent formats
}
#ifndef _X360
if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
{
DECLARE_STATIC_VERTEX_SHADER( teeth_flashlight_vs20 );
SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[INTRO]->GetIntValue() ? 1 : 0 );
SET_STATIC_VERTEX_SHADER( teeth_flashlight_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( teeth_flashlight_ps20b );
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
SET_STATIC_PIXEL_SHADER( teeth_flashlight_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( teeth_flashlight_ps20 );
SET_STATIC_PIXEL_SHADER( teeth_flashlight_ps20 );
}
}
#ifndef _X360
else
{
// The vertex shader uses the vertex id stream
SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );
DECLARE_STATIC_VERTEX_SHADER( teeth_flashlight_vs30 );
SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[INTRO]->GetIntValue() ? 1 : 0 );
SET_STATIC_VERTEX_SHADER( teeth_flashlight_vs30 );
DECLARE_STATIC_PIXEL_SHADER( teeth_flashlight_ps30 );
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
SET_STATIC_PIXEL_SHADER( teeth_flashlight_ps30 );
}
#endif
// On DX9, do sRGB
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
pShaderShadow->EnableSRGBWrite( true );
FogToFogColor();
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
// State for spotlight projection, attenuation etc
SetFlashlightVertexShaderConstants( false, -1, false, -1, true );
VMatrix worldToTexture;
ITexture *pFlashlightDepthTexture;
FlashlightState_t state = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture );
SetFlashLightColorFromState( state, pShaderAPI, PSREG_FLASHLIGHT_COLOR );
bool bFlashlightShadows = g_pHardwareConfig->SupportsPixelShaders_2_b() ? state.m_bEnableShadows && ( pFlashlightDepthTexture != NULL ) : false;
if( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && state.m_bEnableShadows )
{
BindTexture( SHADER_SAMPLER2, pFlashlightDepthTexture, 0 );
pShaderAPI->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_SHADOW_NOISE_2D );
}
Vector4D lighting;
params[FORWARD]->GetVecValue( lighting.Base(), 3 );
lighting[3] = params[ILLUMFACTOR]->GetFloatValue();
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_8, lighting.Base() );
float atten[4], pos[4], tweaks[4];
const FlashlightState_t &flashlightState = pShaderAPI->GetFlashlightState( worldToTexture );
SetFlashLightColorFromState( flashlightState, pShaderAPI, PSREG_FLASHLIGHT_COLOR );
BindTexture( SHADER_SAMPLER1, flashlightState.m_pSpotlightTexture, flashlightState.m_nSpotlightTextureFrame );
atten[0] = flashlightState.m_fConstantAtten; // Set the flashlight attenuation factors
atten[1] = flashlightState.m_fLinearAtten;
atten[2] = flashlightState.m_fQuadraticAtten;
atten[3] = flashlightState.m_FarZ;
pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_ATTENUATION, atten, 1 );
pos[0] = flashlightState.m_vecLightOrigin[0]; // Set the flashlight origin
pos[1] = flashlightState.m_vecLightOrigin[1];
pos[2] = flashlightState.m_vecLightOrigin[2];
pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_POSITION_RIM_BOOST, pos, 1 ); // steps on rim boost
pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_TO_WORLD_TEXTURE, worldToTexture.Base(), 4 );
// Tweaks associated with a given flashlight
tweaks[0] = ShadowFilterFromState( flashlightState );
tweaks[1] = ShadowAttenFromState( flashlightState );
HashShadow2DJitter( flashlightState.m_flShadowJitterSeed, &tweaks[2], &tweaks[3] );
pShaderAPI->SetPixelShaderConstant( PSREG_ENVMAP_TINT__SHADOW_TWEAKS, tweaks, 1 );
// Dimensions of screen, used for screen-space noise map sampling
float vScreenScale[4] = {1280.0f / 32.0f, 720.0f / 32.0f, 0, 0};
int nWidth, nHeight;
pShaderAPI->GetBackBufferDimensions( nWidth, nHeight );
vScreenScale[0] = (float) nWidth / 32.0f;
vScreenScale[1] = (float) nHeight / 32.0f;
pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_SCREEN_SCALE, vScreenScale, 1 );
float vFlashlightPos[4];
pShaderAPI->GetWorldSpaceCameraPosition( vFlashlightPos );
pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_POSITION_RIM_BOOST, vFlashlightPos, 1 );
if ( IsX360() )
{
pShaderAPI->SetBooleanPixelShaderConstant( 0, &flashlightState.m_nShadowQuality, 1 );
}
#ifndef _X360
if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
{
DECLARE_DYNAMIC_VERTEX_SHADER( teeth_flashlight_vs20 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
SET_DYNAMIC_VERTEX_SHADER( teeth_flashlight_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( teeth_flashlight_ps20b );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows );
SET_DYNAMIC_PIXEL_SHADER( teeth_flashlight_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( teeth_flashlight_ps20 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER( teeth_flashlight_ps20 );
}
}
#ifndef _X360
else
{
SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 );
DECLARE_DYNAMIC_VERTEX_SHADER( teeth_flashlight_vs30 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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( teeth_flashlight_vs30 );
DECLARE_DYNAMIC_PIXEL_SHADER( teeth_flashlight_ps30 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows );
SET_DYNAMIC_PIXEL_SHADER( teeth_flashlight_ps30 );
}
#endif
if( params[INTRO]->GetIntValue() )
{
float curTime = params[WARPPARAM]->GetFloatValue();
float timeVec[4] = { 0.0f, 0.0f, 0.0f, curTime };
Assert( params[ENTITYORIGIN]->IsDefined() );
params[ENTITYORIGIN]->GetVecValue( timeVec, 3 );
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_9, timeVec, 1 );
}
}
Draw();
}
SHADER_DRAW
{
SHADOW_STATE
{
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
}
bool hasFlashlight = UsingFlashlight( params );
if ( !hasFlashlight || ( IsX360() || r_flashlight_version2.GetInt() ) )
{
DrawUsingVertexShader( params, pShaderAPI, pShaderShadow, vertexCompression );
SHADOW_STATE
{
SetInitialShadowState();
}
}
if( hasFlashlight )
{
DrawFlashlight( params, pShaderAPI, pShaderShadow, vertexCompression );
}
}
END_SHADER