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Diffstat (limited to 'materialsystem/stdshaders/shadow_dx6.cpp')
| -rw-r--r-- | materialsystem/stdshaders/shadow_dx6.cpp | 90 |
1 files changed, 90 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/shadow_dx6.cpp b/materialsystem/stdshaders/shadow_dx6.cpp new file mode 100644 index 0000000..a867ef9 --- /dev/null +++ b/materialsystem/stdshaders/shadow_dx6.cpp @@ -0,0 +1,90 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $Header: $ +// $NoKeywords: $ +//=============================================================================// + +#include "shaderlib/cshader.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +DEFINE_FALLBACK_SHADER( Shadow, Shadow_DX6 ) + +BEGIN_SHADER_FLAGS( Shadow_DX6, "Help for Shadow_DX6", SHADER_NOT_EDITABLE ) + + BEGIN_SHADER_PARAMS + END_SHADER_PARAMS + + SHADER_INIT_PARAMS() + { + // FIXME: Need fallback for dx5, don't fade out shadows, just pop them out + + /* + 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_INIT + { + if (params[BASETEXTURE]->IsDefined()) + LoadTexture( BASETEXTURE ); + } + + SHADER_DRAW + { + SHADOW_STATE + { + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); + pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); + + // To accomplish shadow fading, subtract vertex alpha from texture alpha + // color channel isn't used... + pShaderShadow->EnableCustomPixelPipe( true ); + pShaderShadow->CustomTextureStages( 2 ); + pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, + SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_SELECTARG1, + SHADER_TEXARG_TEXTURE, SHADER_TEXARG_VERTEXCOLOR ); + pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, + SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SUBTRACT, + SHADER_TEXARG_TEXTURE, SHADER_TEXARG_VERTEXCOLOR ); + + // Blend between white and the vertex color... + pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1, + SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_BLEND_PREVIOUSSTAGEALPHA, + SHADER_TEXARG_CONSTANTCOLOR, SHADER_TEXARG_TEXTURE ); + pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1, + SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1, + SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_VERTEXCOLOR ); + + EnableAlphaBlending( SHADER_BLEND_DST_COLOR, SHADER_BLEND_ZERO ); + pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_COLOR | + SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_TEXCOORD1 ); + // We need to fog to *white* regardless of overbrighting... + FogToWhite(); + } + DYNAMIC_STATE + { + BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); + BindTexture( SHADER_SAMPLER1, BASETEXTURE, FRAME ); + SetFixedFunctionTextureTransform( MATERIAL_TEXTURE0, BASETEXTURETRANSFORM ); + SetFixedFunctionTextureTransform( MATERIAL_TEXTURE1, BASETEXTURETRANSFORM ); + + // The constant color is the shadow color... + SetColorState( COLOR ); + } + Draw( ); + } +END_SHADER |