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authorJoe Ludwig <[email protected]>2013-12-23 14:58:45 -0800
committerJoe Ludwig <[email protected]>2013-12-23 15:00:03 -0800
commit7309a5f13f63fdcc7b1e090f6c176113a9d95061 (patch)
treead65c7fbe46a3c70bdc0a1426e88247ce1b0d7f5 /mp/src/materialsystem/stdshaders/shadowmodel_dx9.cpp
parentMerge pull request #182 from ardneran/master (diff)
downloadsource-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/shadowmodel_dx9.cpp')
-rw-r--r--mp/src/materialsystem/stdshaders/shadowmodel_dx9.cpp154
1 files changed, 154 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/shadowmodel_dx9.cpp b/mp/src/materialsystem/stdshaders/shadowmodel_dx9.cpp
new file mode 100644
index 00000000..0198e86f
--- /dev/null
+++ b/mp/src/materialsystem/stdshaders/shadowmodel_dx9.cpp
@@ -0,0 +1,154 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $Header: $
+// $NoKeywords: $
+//=============================================================================//
+
+//Note: Not upgraded to vs/ps 2.0 fxc's because this shader is unused and there are no test cases to verify against.
+#include "BaseVSShader.h"
+
+#if !defined( _X360 )
+#include "shadowmodel_ps20.inc"
+#include "shadowmodel_vs20.inc"
+#endif
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+DEFINE_FALLBACK_SHADER( ShadowModel, ShadowModel_DX9 )
+
+
+#if !defined( _X360 ) //not used for anything at time of 360 ship, and we want to avoid storing/loading assembly shaders
+
+//PC version
+BEGIN_VS_SHADER_FLAGS( ShadowModel_DX9, "Help for ShadowModel", SHADER_NOT_EDITABLE )
+
+BEGIN_SHADER_PARAMS
+SHADER_PARAM( BASETEXTUREOFFSET, SHADER_PARAM_TYPE_VEC2, "[0 0]", "$baseTexture texcoord offset" )
+SHADER_PARAM( BASETEXTURESCALE, SHADER_PARAM_TYPE_VEC2, "[1 1]", "$baseTexture texcoord scale" )
+SHADER_PARAM( FALLOFFOFFSET, SHADER_PARAM_TYPE_FLOAT, "0", "Distance at which shadow starts to fade" )
+SHADER_PARAM( FALLOFFDISTANCE, SHADER_PARAM_TYPE_FLOAT, "100", "Max shadow distance" )
+SHADER_PARAM( FALLOFFAMOUNT, SHADER_PARAM_TYPE_FLOAT, "0.9", "Amount to brighten the shadow at max dist" )
+END_SHADER_PARAMS
+
+SHADER_INIT_PARAMS()
+{
+ if (!params[BASETEXTURESCALE]->IsDefined())
+ {
+ Vector2D scale(1, 1);
+ params[BASETEXTURESCALE]->SetVecValue( scale.Base(), 2 );
+ }
+
+ if (!params[FALLOFFDISTANCE]->IsDefined())
+ params[FALLOFFDISTANCE]->SetFloatValue( 100.0f );
+
+ if (!params[FALLOFFAMOUNT]->IsDefined())
+ params[FALLOFFAMOUNT]->SetFloatValue( 0.9f );
+}
+
+SHADER_FALLBACK
+{
+ if ( g_pHardwareConfig->GetDXSupportLevel() < 90 )
+ return "ShadowModel_DX8";
+
+ return 0;
+}
+
+SHADER_INIT
+{
+ if (params[BASETEXTURE]->IsDefined())
+ {
+ LoadTexture( BASETEXTURE );
+ }
+}
+
+SHADER_DRAW
+{
+ SHADOW_STATE
+ {
+ // Base texture on stage 0
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+
+ // Multiplicative blending state...
+ EnableAlphaBlending( SHADER_BLEND_DST_COLOR, SHADER_BLEND_ZERO );
+
+ int fmt = VERTEX_POSITION | VERTEX_NORMAL;
+ pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
+
+ DECLARE_STATIC_VERTEX_SHADER( shadowmodel_vs20 );
+ SET_STATIC_VERTEX_SHADER( shadowmodel_vs20 );
+
+ DECLARE_STATIC_PIXEL_SHADER( shadowmodel_ps20 );
+ SET_STATIC_PIXEL_SHADER( shadowmodel_ps20 );
+
+ // We need to fog to *white* regardless of overbrighting...
+ FogToWhite();
+ }
+ DYNAMIC_STATE
+ {
+ BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
+ SetVertexShaderMatrix3x4( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
+
+ SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, BASETEXTUREOFFSET );
+ SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, BASETEXTURESCALE );
+
+ Vector4D shadow;
+ shadow[0] = params[FALLOFFOFFSET]->GetFloatValue();
+ shadow[1] = params[FALLOFFDISTANCE]->GetFloatValue() + shadow[0];
+ if (shadow[1] != 0.0f)
+ shadow[1] = 1.0f / shadow[1];
+ shadow[2] = params[FALLOFFAMOUNT]->GetFloatValue();
+ pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_5, shadow.Base(), 1 );
+
+ // The constant color is the shadow color...
+ SetModulationVertexShaderDynamicState();
+
+ DECLARE_DYNAMIC_VERTEX_SHADER( shadowmodel_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( shadowmodel_vs20 );
+
+ DECLARE_DYNAMIC_PIXEL_SHADER( shadowmodel_ps20 );
+ SET_DYNAMIC_PIXEL_SHADER( shadowmodel_ps20 );
+ }
+ Draw( );
+}
+END_SHADER
+
+
+#else
+
+//360 version
+
+BEGIN_VS_SHADER_FLAGS( ShadowModel_DX9, "Help for ShadowModel", SHADER_NOT_EDITABLE )
+
+BEGIN_SHADER_PARAMS
+SHADER_PARAM( BASETEXTUREOFFSET, SHADER_PARAM_TYPE_VEC2, "[0 0]", "$baseTexture texcoord offset" )
+SHADER_PARAM( BASETEXTURESCALE, SHADER_PARAM_TYPE_VEC2, "[1 1]", "$baseTexture texcoord scale" )
+SHADER_PARAM( FALLOFFOFFSET, SHADER_PARAM_TYPE_FLOAT, "0", "Distance at which shadow starts to fade" )
+SHADER_PARAM( FALLOFFDISTANCE, SHADER_PARAM_TYPE_FLOAT, "100", "Max shadow distance" )
+SHADER_PARAM( FALLOFFAMOUNT, SHADER_PARAM_TYPE_FLOAT, "0.9", "Amount to brighten the shadow at max dist" )
+END_SHADER_PARAMS
+
+SHADER_INIT_PARAMS()
+{
+}
+
+SHADER_FALLBACK
+{
+ return 0;
+}
+
+SHADER_INIT
+{
+}
+
+SHADER_DRAW
+{
+ Draw( false );
+}
+END_SHADER
+
+#endif \ No newline at end of file