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-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
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--- /dev/null
+++ b/mp/src/materialsystem/stdshaders/shadowmodel_dx9.cpp
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+//========= 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