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-rw-r--r--materialsystem/stdshaders/shadow.cpp138
1 files changed, 138 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/shadow.cpp b/materialsystem/stdshaders/shadow.cpp
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+++ b/materialsystem/stdshaders/shadow.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $Header: $
+// $NoKeywords: $
+//=============================================================================//
+
+#include "BaseVSShader.h"
+
+#include "shadow_ps20.inc"
+#include "shadow_ps20b.inc"
+#include "shadow_vs20.inc"
+
+BEGIN_VS_SHADER_FLAGS( Shadow, "Help for Shadow", SHADER_NOT_EDITABLE )
+
+ BEGIN_SHADER_PARAMS
+ END_SHADER_PARAMS
+
+ SHADER_INIT_PARAMS()
+ {
+ /*
+ The alpha blending state either must be:
+
+ Src Color * Dst Color + Dst Color * 0
+ (src color = C*A + 1-A)
+
+ or
+
+ // Can't be this, doesn't work with fog
+ Src Color * Dst Color + Dst Color * (1-Src Alpha)
+ (src color = C * A, Src Alpha = A)
+ */
+ }
+
+ SHADER_FALLBACK
+ {
+ if ( g_pHardwareConfig->GetDXSupportLevel() < 90 )
+ {
+ return "Shadow_DX8";
+ }
+ return 0;
+ }
+
+ SHADER_INIT
+ {
+ LoadTexture( BASETEXTURE, TEXTUREFLAGS_SRGB );
+ }
+
+ SHADER_DRAW
+ {
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
+
+
+ // NOTE: This is deliberately this way round (instead of "DST_COLOR, ZERO"),
+ // since these two permutations produce *different* values on 360!!
+ // This was causing undue darkening of the framebuffer by these
+ // shadows, which was highly noticeable in very dark areas:
+ EnableAlphaBlending( SHADER_BLEND_ZERO, SHADER_BLEND_SRC_COLOR );
+
+
+ unsigned int flags = VERTEX_POSITION | VERTEX_COLOR;
+ int numTexCoords = 1;
+ pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 );
+
+ DECLARE_STATIC_VERTEX_SHADER( shadow_vs20 );
+ SET_STATIC_VERTEX_SHADER( shadow_vs20 );
+
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_STATIC_PIXEL_SHADER( shadow_ps20b );
+ SET_STATIC_PIXEL_SHADER( shadow_ps20b );
+ }
+ else
+ {
+ DECLARE_STATIC_PIXEL_SHADER( shadow_ps20 );
+ SET_STATIC_PIXEL_SHADER( shadow_ps20 );
+ }
+
+ pShaderShadow->EnableSRGBWrite( true );
+
+ // We need to fog to *white* regardless of overbrighting...
+ FogToWhite();
+ }
+ DYNAMIC_STATE
+ {
+ BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
+
+ SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
+ SetPixelShaderConstantGammaToLinear( 1, COLOR );
+
+ // Get texture dimensions...
+ int nWidth = 16;
+ int nHeight = 16;
+ ITexture *pTexture = params[BASETEXTURE]->GetTextureValue();
+ if (pTexture)
+ {
+ nWidth = pTexture->GetActualWidth();
+ nHeight = pTexture->GetActualHeight();
+ }
+
+ Vector4D vecJitter( 1.0 / nWidth, 1.0 / nHeight, 0.0, 0.0 );
+ pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, vecJitter.Base() );
+
+ vecJitter.y *= -1.0f;
+ pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, vecJitter.Base() );
+
+ MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode();
+ int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0;
+
+ DECLARE_DYNAMIC_VERTEX_SHADER( shadow_vs20 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex );
+ SET_DYNAMIC_VERTEX_SHADER( shadow_vs20 );
+
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( shadow_ps20b );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
+ SET_DYNAMIC_PIXEL_SHADER( shadow_ps20b );
+ }
+ else
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( shadow_ps20 );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
+ SET_DYNAMIC_PIXEL_SHADER( shadow_ps20 );
+ }
+
+ float eyePos[4];
+ pShaderAPI->GetWorldSpaceCameraPosition( eyePos );
+ pShaderAPI->SetPixelShaderConstant( 2, eyePos, 1 );
+ pShaderAPI->SetPixelShaderFogParams( 3 );
+ }
+ Draw( );
+ }
+END_SHADER