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| author | Joe Ludwig <[email protected]> | 2013-12-23 14:58:45 -0800 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-12-23 15:00:03 -0800 |
| commit | 7309a5f13f63fdcc7b1e090f6c176113a9d95061 (patch) | |
| tree | ad65c7fbe46a3c70bdc0a1426e88247ce1b0d7f5 /mp/src/materialsystem/stdshaders/refract.cpp | |
| parent | Merge pull request #182 from ardneran/master (diff) | |
| download | source-sdk-2013-7309a5f13f63fdcc7b1e090f6c176113a9d95061.tar.xz source-sdk-2013-7309a5f13f63fdcc7b1e090f6c176113a9d95061.zip | |
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.
Diffstat (limited to 'mp/src/materialsystem/stdshaders/refract.cpp')
| -rw-r--r-- | mp/src/materialsystem/stdshaders/refract.cpp | 111 |
1 files changed, 111 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/refract.cpp b/mp/src/materialsystem/stdshaders/refract.cpp new file mode 100644 index 00000000..852e93a5 --- /dev/null +++ b/mp/src/materialsystem/stdshaders/refract.cpp @@ -0,0 +1,111 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#include "BaseVSShader.h" +#include "convar.h" +#include "refract_dx9_helper.h" + +DEFINE_FALLBACK_SHADER( Refract, Refract_DX90 ) + +BEGIN_VS_SHADER( Refract_DX90, "Help for Refract" ) + + BEGIN_SHADER_PARAMS + SHADER_PARAM_OVERRIDE( COLOR, SHADER_PARAM_TYPE_COLOR, "{255 255 255}", "unused", SHADER_PARAM_NOT_EDITABLE ) + SHADER_PARAM_OVERRIDE( ALPHA, SHADER_PARAM_TYPE_FLOAT, "1.0", "unused", SHADER_PARAM_NOT_EDITABLE ) + SHADER_PARAM( REFRACTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "2", "" ) + SHADER_PARAM( REFRACTTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "refraction tint" ) + SHADER_PARAM( NORMALMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "normal map" ) + SHADER_PARAM( NORMALMAP2, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "normal map" ) + SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $normalmap" ) + SHADER_PARAM( BUMPFRAME2, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $normalmap" ) + SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$normalmap texcoord transform" ) + SHADER_PARAM( BUMPTRANSFORM2, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$normalmap texcoord transform" ) + SHADER_PARAM( TIME, SHADER_PARAM_TYPE_FLOAT, "0.0f", "" ) + SHADER_PARAM( BLURAMOUNT, SHADER_PARAM_TYPE_INTEGER, "1", "0, 1, or 2 for how much blur you want" ) + SHADER_PARAM( FADEOUTONSILHOUETTE, SHADER_PARAM_TYPE_BOOL, "1", "0 for no fade out on silhouette, 1 for fade out on sillhouette" ) + SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" ) + SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "envmap frame number" ) + SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" ) + SHADER_PARAM( ENVMAPCONTRAST, SHADER_PARAM_TYPE_FLOAT, "0.0", "contrast 0 == normal 1 == color*color" ) + SHADER_PARAM( ENVMAPSATURATION, SHADER_PARAM_TYPE_FLOAT, "1.0", "saturation 0 == greyscale 1 == normal" ) + SHADER_PARAM( REFRACTTINTTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shield", "" ) + SHADER_PARAM( REFRACTTINTTEXTUREFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" ) + SHADER_PARAM( FRESNELREFLECTION, SHADER_PARAM_TYPE_FLOAT, "1.0", "1.0 == mirror, 0.0 == water" ) + SHADER_PARAM( NOWRITEZ, SHADER_PARAM_TYPE_INTEGER, "0", "0 == write z, 1 = no write z" ) + SHADER_PARAM( MASKED, SHADER_PARAM_TYPE_BOOL, "0", "mask using dest alpha" ) + SHADER_PARAM( VERTEXCOLORMODULATE, SHADER_PARAM_TYPE_BOOL, "0","Use the vertex color to effect refract color. alpha will adjust refract amount" ) + SHADER_PARAM( FORCEALPHAWRITE, SHADER_PARAM_TYPE_BOOL, "0","Force the material to write alpha to the dest buffer" ) + END_SHADER_PARAMS +// FIXME: doesn't support Fresnel! + + void SetupVars( Refract_DX9_Vars_t& info ) + { + info.m_nBaseTexture = BASETEXTURE; + info.m_nFrame = FRAME; + info.m_nRefractAmount = REFRACTAMOUNT; + info.m_nRefractTint = REFRACTTINT; + info.m_nNormalMap = NORMALMAP; + info.m_nNormalMap2 = NORMALMAP2; + info.m_nBumpFrame = BUMPFRAME; + info.m_nBumpFrame2 = BUMPFRAME2; + info.m_nBumpTransform = BUMPTRANSFORM; + info.m_nBumpTransform2 = BUMPTRANSFORM2; + info.m_nBlurAmount = BLURAMOUNT; + info.m_nFadeOutOnSilhouette = FADEOUTONSILHOUETTE; + info.m_nEnvmap = ENVMAP; + info.m_nEnvmapFrame = ENVMAPFRAME; + info.m_nEnvmapTint = ENVMAPTINT; + info.m_nEnvmapContrast = ENVMAPCONTRAST; + info.m_nEnvmapSaturation = ENVMAPSATURATION; + info.m_nRefractTintTexture = REFRACTTINTTEXTURE; + info.m_nRefractTintTextureFrame = REFRACTTINTTEXTUREFRAME; + info.m_nFresnelReflection = FRESNELREFLECTION; + info.m_nNoWriteZ = NOWRITEZ; + info.m_nMasked = MASKED; + info.m_nVertexColorModulate = VERTEXCOLORMODULATE; + info.m_nForceAlphaWrite = FORCEALPHAWRITE; + } + + SHADER_INIT_PARAMS() + { + Refract_DX9_Vars_t info; + SetupVars( info ); + InitParamsRefract_DX9( this, params, pMaterialName, info ); + } + + SHADER_FALLBACK + { + if( g_pHardwareConfig->GetDXSupportLevel() < 82 ) + return "Refract_DX80"; + + return 0; + } + + SHADER_INIT + { + Refract_DX9_Vars_t info; + SetupVars( info ); + InitRefract_DX9( this, params, info ); + } + + SHADER_DRAW + { + Refract_DX9_Vars_t info; + SetupVars( info ); + + // If ( snapshotting ) or ( we need to draw this frame ) + bool bHasFlashlight = this->UsingFlashlight( params ); + if ( ( pShaderShadow != NULL ) || ( bHasFlashlight == false ) ) + { + DrawRefract_DX9( this, params, pShaderAPI, pShaderShadow, info, vertexCompression ); + } + else + { + Draw( false ); + } + } +END_SHADER |