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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/shadowmodel_dx9.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/shadowmodel_dx9.cpp')
| -rw-r--r-- | mp/src/materialsystem/stdshaders/shadowmodel_dx9.cpp | 154 |
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
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