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Diffstat (limited to 'mp/src/materialsystem/stdshaders/shadowmodel_dx8.cpp')
-rw-r--r--mp/src/materialsystem/stdshaders/shadowmodel_dx8.cpp97
1 files changed, 97 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/shadowmodel_dx8.cpp b/mp/src/materialsystem/stdshaders/shadowmodel_dx8.cpp
new file mode 100644
index 00000000..e7d7228a
--- /dev/null
+++ b/mp/src/materialsystem/stdshaders/shadowmodel_dx8.cpp
@@ -0,0 +1,97 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $Header: $
+// $NoKeywords: $
+//=============================================================================//
+
+#include "BaseVSShader.h"
+
+#include "shadowmodel.inc"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+DEFINE_FALLBACK_SHADER( ShadowModel, ShadowModel_DX8 )
+
+BEGIN_VS_SHADER_FLAGS( ShadowModel_DX8, "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()
+ {
+ SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
+ 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_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 );
+
+ shadowmodel_Static_Index vshIndex;
+ pShaderShadow->SetVertexShader( "ShadowModel", vshIndex.GetIndex() );
+
+ pShaderShadow->SetPixelShader( "ShadowModel" );
+
+ // 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();
+
+ shadowmodel_Dynamic_Index vshIndex;
+ vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
+ vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 );
+ pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
+ }
+ Draw( );
+ }
+END_SHADER