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path: root/mp/src/materialsystem/stdshaders/teeth.cpp
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-rw-r--r--mp/src/materialsystem/stdshaders/teeth.cpp578
1 files changed, 578 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/teeth.cpp b/mp/src/materialsystem/stdshaders/teeth.cpp
new file mode 100644
index 00000000..a3168822
--- /dev/null
+++ b/mp/src/materialsystem/stdshaders/teeth.cpp
@@ -0,0 +1,578 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#include "BaseVSShader.h"
+#include "cpp_shader_constant_register_map.h"
+
+#include "teeth_vs20.inc"
+#include "teeth_flashlight_vs20.inc"
+#include "teeth_bump_vs20.inc"
+#include "teeth_ps20.inc"
+#include "teeth_ps20b.inc"
+#include "teeth_flashlight_ps20.inc"
+#include "teeth_flashlight_ps20b.inc"
+#include "teeth_bump_ps20.inc"
+#include "teeth_bump_ps20b.inc"
+
+#ifndef _X360
+#include "teeth_vs30.inc"
+#include "teeth_ps30.inc"
+#include "teeth_bump_vs30.inc"
+#include "teeth_bump_ps30.inc"
+#include "teeth_flashlight_vs30.inc"
+#include "teeth_flashlight_ps30.inc"
+#endif
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+DEFINE_FALLBACK_SHADER( Teeth, Teeth_DX9 )
+
+extern ConVar r_flashlight_version2;
+BEGIN_VS_SHADER( Teeth_DX9, "Help for Teeth_DX9" )
+
+ BEGIN_SHADER_PARAMS
+ SHADER_PARAM( ILLUMFACTOR, SHADER_PARAM_TYPE_FLOAT, "1", "Amount to darken or brighten the teeth" )
+ SHADER_PARAM( FORWARD, SHADER_PARAM_TYPE_VEC3, "[1 0 0]", "Forward direction vector for teeth lighting" )
+ SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "bump map" )
+ SHADER_PARAM( PHONGEXPONENT, SHADER_PARAM_TYPE_FLOAT, "100", "phong exponent" )
+ SHADER_PARAM( INTRO, SHADER_PARAM_TYPE_BOOL, "0", "is teeth in the ep1 intro" )
+ SHADER_PARAM( ENTITYORIGIN, SHADER_PARAM_TYPE_VEC3,"0.0","center if the model in world space" )
+ SHADER_PARAM( WARPPARAM, SHADER_PARAM_TYPE_FLOAT,"0.0","animation param between 0 and 1" )
+ END_SHADER_PARAMS
+
+ SHADER_INIT_PARAMS()
+ {
+ if ( g_pHardwareConfig->SupportsBorderColor() )
+ {
+ params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight_border" );
+ }
+ else
+ {
+ params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
+ }
+
+ SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
+
+ if( !params[INTRO]->IsDefined() )
+ {
+ params[INTRO]->SetIntValue( 0 );
+ }
+ }
+
+ SHADER_FALLBACK
+ {
+ if( g_pHardwareConfig->GetDXSupportLevel() < 90 || g_pConfig->bSoftwareLighting )
+ {
+ return "Teeth_dx8";
+ }
+ return 0;
+ }
+
+ SHADER_INIT
+ {
+ LoadTexture( FLASHLIGHTTEXTURE, TEXTUREFLAGS_SRGB );
+ LoadTexture( BASETEXTURE, TEXTUREFLAGS_SRGB );
+
+ if( params[BUMPMAP]->IsDefined() )
+ {
+ LoadTexture( BUMPMAP );
+ }
+ }
+
+ void DrawUsingVertexShader( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, VertexCompressionType_t vertexCompression )
+ {
+ bool hasBump = params[BUMPMAP]->IsTexture();
+
+ BlendType_t nBlendType = EvaluateBlendRequirements( BASETEXTURE, true );
+ bool bFullyOpaque = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && !IS_FLAG_SET(MATERIAL_VAR_ALPHATEST); //dest alpha is free for special use
+
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Base map
+
+ int flags = VERTEX_POSITION | VERTEX_NORMAL;
+ int nTexCoordCount = 1;
+ int userDataSize = 0;
+
+ if ( hasBump )
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Bump map
+ pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // Normalization sampler for per-pixel lighting
+ pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, false );
+ userDataSize = 4; // tangent S
+ }
+
+ // This shader supports compressed vertices, so OR in that flag:
+ flags |= VERTEX_FORMAT_COMPRESSED;
+ pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
+
+ if ( hasBump )
+ {
+#ifndef _X360
+ if ( !g_pHardwareConfig->HasFastVertexTextures() )
+#endif
+ {
+ bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
+
+ DECLARE_STATIC_VERTEX_SHADER( teeth_bump_vs20 );
+ SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[INTRO]->GetIntValue() ? 1 : 0 );
+ SET_STATIC_VERTEX_SHADER_COMBO( USE_STATIC_CONTROL_FLOW, bUseStaticControlFlow );
+ SET_STATIC_VERTEX_SHADER( teeth_bump_vs20 );
+
+ // ps_2_b version which does phong
+ if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_STATIC_PIXEL_SHADER( teeth_bump_ps20b );
+ SET_STATIC_PIXEL_SHADER( teeth_bump_ps20b );
+ }
+ else
+ {
+ DECLARE_STATIC_PIXEL_SHADER( teeth_bump_ps20 );
+ SET_STATIC_PIXEL_SHADER( teeth_bump_ps20 );
+ }
+ }
+#ifndef _X360
+ else
+ {
+ // The vertex shader uses the vertex id stream
+ SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );
+
+ DECLARE_STATIC_VERTEX_SHADER( teeth_bump_vs30 );
+ SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[INTRO]->GetIntValue() ? 1 : 0 );
+ SET_STATIC_VERTEX_SHADER( teeth_bump_vs30 );
+
+ DECLARE_STATIC_PIXEL_SHADER( teeth_bump_ps30 );
+ SET_STATIC_PIXEL_SHADER( teeth_bump_ps30 );
+ }
+#endif
+ }
+ else
+ {
+#ifndef _X360
+ if ( !g_pHardwareConfig->HasFastVertexTextures() )
+#endif
+ {
+ bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
+
+ DECLARE_STATIC_VERTEX_SHADER( teeth_vs20 );
+ SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[INTRO]->GetIntValue() ? 1 : 0 );
+ SET_STATIC_VERTEX_SHADER_COMBO( USE_STATIC_CONTROL_FLOW, bUseStaticControlFlow );
+ SET_STATIC_VERTEX_SHADER( teeth_vs20 );
+
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_STATIC_PIXEL_SHADER( teeth_ps20b );
+ SET_STATIC_PIXEL_SHADER( teeth_ps20b );
+ }
+ else
+ {
+ DECLARE_STATIC_PIXEL_SHADER( teeth_ps20 );
+ SET_STATIC_PIXEL_SHADER( teeth_ps20 );
+ }
+ }
+#ifndef _X360
+ else
+ {
+ // The vertex shader uses the vertex id stream
+ SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );
+
+ DECLARE_STATIC_VERTEX_SHADER( teeth_vs30 );
+ SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[INTRO]->GetIntValue() ? 1 : 0 );
+ SET_STATIC_VERTEX_SHADER( teeth_vs30 );
+
+ DECLARE_STATIC_PIXEL_SHADER( teeth_ps30 );
+ SET_STATIC_PIXEL_SHADER( teeth_ps30 );
+ }
+#endif
+ }
+
+ // On DX9, do sRGB
+ pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
+ pShaderShadow->EnableSRGBWrite( true );
+
+ FogToFogColor();
+
+ pShaderShadow->EnableAlphaWrites( bFullyOpaque );
+ }
+ DYNAMIC_STATE
+ {
+ BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
+ if ( hasBump )
+ {
+ BindTexture( SHADER_SAMPLER1, BUMPMAP );
+ }
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED );
+ pShaderAPI->SetPixelShaderStateAmbientLightCube( PSREG_AMBIENT_CUBE );
+ pShaderAPI->CommitPixelShaderLighting( PSREG_LIGHT_INFO_ARRAY );
+
+ Vector4D lighting;
+ params[FORWARD]->GetVecValue( lighting.Base(), 3 );
+ lighting[3] = params[ILLUMFACTOR]->GetFloatValue();
+ pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, lighting.Base() );
+
+ LightState_t lightState;
+ pShaderAPI->GetDX9LightState( &lightState );
+
+ pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
+
+ float vEyePos_SpecExponent[4];
+ pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent );
+ vEyePos_SpecExponent[3] = 0.0f;
+ pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 );
+
+ if ( hasBump )
+ {
+#ifndef _X360
+ if ( !g_pHardwareConfig->HasFastVertexTextures() )
+#endif
+ {
+ bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
+
+ DECLARE_DYNAMIC_VERTEX_SHADER( teeth_bump_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_COMBO( STATIC_LIGHT, lightState.m_bStaticLight ? 1 : 0 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, bUseStaticControlFlow ? 0 : lightState.m_nNumLights );
+ SET_DYNAMIC_VERTEX_SHADER( teeth_bump_vs20 );
+
+ // ps_2_b version which does Phong
+ if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ Vector4D vSpecExponent;
+ vSpecExponent[3] = params[PHONGEXPONENT]->GetFloatValue();
+
+ pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vSpecExponent.Base(), 1 );
+
+ DECLARE_DYNAMIC_PIXEL_SHADER( teeth_bump_ps20b );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( AMBIENT_LIGHT, lightState.m_bAmbientLight ? 1 : 0 );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() );
+ SET_DYNAMIC_PIXEL_SHADER( teeth_bump_ps20b );
+ }
+ else
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( teeth_bump_ps20 );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( AMBIENT_LIGHT, lightState.m_bAmbientLight ? 1 : 0 );
+ SET_DYNAMIC_PIXEL_SHADER( teeth_bump_ps20 );
+ }
+ }
+#ifndef _X360
+ else
+ {
+ SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 );
+
+ DECLARE_DYNAMIC_VERTEX_SHADER( teeth_bump_vs30 );
+ 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_COMBO( STATIC_LIGHT, lightState.m_bStaticLight ? 1 : 0 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
+ SET_DYNAMIC_VERTEX_SHADER( teeth_bump_vs30 );
+
+ Vector4D vSpecExponent;
+ vSpecExponent[3] = params[PHONGEXPONENT]->GetFloatValue();
+ pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vSpecExponent.Base(), 1 );
+
+ DECLARE_DYNAMIC_PIXEL_SHADER( teeth_bump_ps30 );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( AMBIENT_LIGHT, lightState.m_bAmbientLight ? 1 : 0 );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() );
+ SET_DYNAMIC_PIXEL_SHADER( teeth_bump_ps30 );
+ }
+#endif
+ }
+ else
+ {
+ // For non-bumped case, ambient cube is computed in the vertex shader
+ SetAmbientCubeDynamicStateVertexShader();
+
+#ifndef _X360
+ if ( !g_pHardwareConfig->HasFastVertexTextures() )
+#endif
+ {
+ bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
+
+ DECLARE_DYNAMIC_VERTEX_SHADER( teeth_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_COMBO( DYNAMIC_LIGHT, lightState.HasDynamicLight() );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT, lightState.m_bStaticLight ? 1 : 0 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, bUseStaticControlFlow ? 0 : lightState.m_nNumLights );
+ SET_DYNAMIC_VERTEX_SHADER( teeth_vs20 );
+
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( teeth_ps20b );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() );
+ SET_DYNAMIC_PIXEL_SHADER( teeth_ps20b );
+ }
+ else
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( teeth_ps20 );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
+ SET_DYNAMIC_PIXEL_SHADER( teeth_ps20 );
+ }
+ }
+#ifndef _X360
+ else
+ {
+ SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 );
+
+ DECLARE_DYNAMIC_VERTEX_SHADER( teeth_vs30 );
+ 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_COMBO( DYNAMIC_LIGHT, lightState.HasDynamicLight() );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT, lightState.m_bStaticLight ? 1 : 0 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
+ SET_DYNAMIC_VERTEX_SHADER( teeth_vs30 );
+
+ DECLARE_DYNAMIC_PIXEL_SHADER( teeth_ps30 );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() );
+ SET_DYNAMIC_PIXEL_SHADER( teeth_ps30 );
+ }
+#endif
+ }
+
+ if( params[INTRO]->GetIntValue() )
+ {
+ float curTime = params[WARPPARAM]->GetFloatValue();
+ float timeVec[4] = { 0.0f, 0.0f, 0.0f, curTime };
+ Assert( params[ENTITYORIGIN]->IsDefined() );
+ params[ENTITYORIGIN]->GetVecValue( timeVec, 3 );
+ pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, timeVec, 1 );
+ }
+ }
+ Draw();
+ }
+
+ void DrawFlashlight( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, VertexCompressionType_t vertexCompression )
+ {
+ SHADOW_STATE
+ {
+ // Be sure not to write to dest alpha
+ pShaderShadow->EnableAlphaWrites( false );
+
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Base map
+ pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Flashlight spot
+ pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true );
+
+ // Additive blend the teeth, lit by the flashlight
+ s_pShaderShadow->EnableAlphaTest( false );
+ s_pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
+ s_pShaderShadow->EnableBlending( true );
+
+ // Set stream format (note that this shader supports compression)
+ int flags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_COMPRESSED;
+ int nTexCoordCount = 1;
+ int userDataSize = 0;
+ pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
+
+ int nShadowFilterMode = 0;
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // shadow depth map
+ pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER2 );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); // shadow noise
+
+ nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode(); // Based upon vendor and device dependent formats
+ }
+
+#ifndef _X360
+ if ( !g_pHardwareConfig->HasFastVertexTextures() )
+#endif
+ {
+ DECLARE_STATIC_VERTEX_SHADER( teeth_flashlight_vs20 );
+ SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[INTRO]->GetIntValue() ? 1 : 0 );
+ SET_STATIC_VERTEX_SHADER( teeth_flashlight_vs20 );
+
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_STATIC_PIXEL_SHADER( teeth_flashlight_ps20b );
+ SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
+ SET_STATIC_PIXEL_SHADER( teeth_flashlight_ps20b );
+ }
+ else
+ {
+ DECLARE_STATIC_PIXEL_SHADER( teeth_flashlight_ps20 );
+ SET_STATIC_PIXEL_SHADER( teeth_flashlight_ps20 );
+ }
+ }
+#ifndef _X360
+ else
+ {
+ // The vertex shader uses the vertex id stream
+ SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );
+
+ DECLARE_STATIC_VERTEX_SHADER( teeth_flashlight_vs30 );
+ SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[INTRO]->GetIntValue() ? 1 : 0 );
+ SET_STATIC_VERTEX_SHADER( teeth_flashlight_vs30 );
+
+ DECLARE_STATIC_PIXEL_SHADER( teeth_flashlight_ps30 );
+ SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
+ SET_STATIC_PIXEL_SHADER( teeth_flashlight_ps30 );
+ }
+#endif
+ // On DX9, do sRGB
+ pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
+ pShaderShadow->EnableSRGBWrite( true );
+
+ FogToFogColor();
+ }
+ DYNAMIC_STATE
+ {
+ BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
+
+ // State for spotlight projection, attenuation etc
+ SetFlashlightVertexShaderConstants( false, -1, false, -1, true );
+
+ VMatrix worldToTexture;
+ ITexture *pFlashlightDepthTexture;
+ FlashlightState_t state = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture );
+ SetFlashLightColorFromState( state, pShaderAPI, PSREG_FLASHLIGHT_COLOR );
+
+ bool bFlashlightShadows = g_pHardwareConfig->SupportsPixelShaders_2_b() ? state.m_bEnableShadows && ( pFlashlightDepthTexture != NULL ) : false;
+ if( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && state.m_bEnableShadows )
+ {
+ BindTexture( SHADER_SAMPLER2, pFlashlightDepthTexture, 0 );
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_SHADOW_NOISE_2D );
+ }
+
+ Vector4D lighting;
+ params[FORWARD]->GetVecValue( lighting.Base(), 3 );
+ lighting[3] = params[ILLUMFACTOR]->GetFloatValue();
+ pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_8, lighting.Base() );
+
+ float atten[4], pos[4], tweaks[4];
+
+ const FlashlightState_t &flashlightState = pShaderAPI->GetFlashlightState( worldToTexture );
+ SetFlashLightColorFromState( flashlightState, pShaderAPI, PSREG_FLASHLIGHT_COLOR );
+
+ BindTexture( SHADER_SAMPLER1, flashlightState.m_pSpotlightTexture, flashlightState.m_nSpotlightTextureFrame );
+
+ atten[0] = flashlightState.m_fConstantAtten; // Set the flashlight attenuation factors
+ atten[1] = flashlightState.m_fLinearAtten;
+ atten[2] = flashlightState.m_fQuadraticAtten;
+ atten[3] = flashlightState.m_FarZ;
+ pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_ATTENUATION, atten, 1 );
+
+ pos[0] = flashlightState.m_vecLightOrigin[0]; // Set the flashlight origin
+ pos[1] = flashlightState.m_vecLightOrigin[1];
+ pos[2] = flashlightState.m_vecLightOrigin[2];
+ pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_POSITION_RIM_BOOST, pos, 1 ); // steps on rim boost
+
+ pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_TO_WORLD_TEXTURE, worldToTexture.Base(), 4 );
+
+ // Tweaks associated with a given flashlight
+ tweaks[0] = ShadowFilterFromState( flashlightState );
+ tweaks[1] = ShadowAttenFromState( flashlightState );
+ HashShadow2DJitter( flashlightState.m_flShadowJitterSeed, &tweaks[2], &tweaks[3] );
+ pShaderAPI->SetPixelShaderConstant( PSREG_ENVMAP_TINT__SHADOW_TWEAKS, tweaks, 1 );
+
+ // Dimensions of screen, used for screen-space noise map sampling
+ float vScreenScale[4] = {1280.0f / 32.0f, 720.0f / 32.0f, 0, 0};
+ int nWidth, nHeight;
+ pShaderAPI->GetBackBufferDimensions( nWidth, nHeight );
+ vScreenScale[0] = (float) nWidth / 32.0f;
+ vScreenScale[1] = (float) nHeight / 32.0f;
+ pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_SCREEN_SCALE, vScreenScale, 1 );
+
+ float vFlashlightPos[4];
+ pShaderAPI->GetWorldSpaceCameraPosition( vFlashlightPos );
+ pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_POSITION_RIM_BOOST, vFlashlightPos, 1 );
+
+ if ( IsX360() )
+ {
+ pShaderAPI->SetBooleanPixelShaderConstant( 0, &flashlightState.m_nShadowQuality, 1 );
+ }
+
+#ifndef _X360
+ if ( !g_pHardwareConfig->HasFastVertexTextures() )
+#endif
+ {
+ DECLARE_DYNAMIC_VERTEX_SHADER( teeth_flashlight_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_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
+ SET_DYNAMIC_VERTEX_SHADER( teeth_flashlight_vs20 );
+
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( teeth_flashlight_ps20b );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows );
+ SET_DYNAMIC_PIXEL_SHADER( teeth_flashlight_ps20b );
+ }
+ else
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( teeth_flashlight_ps20 );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
+ SET_DYNAMIC_PIXEL_SHADER( teeth_flashlight_ps20 );
+ }
+ }
+#ifndef _X360
+ else
+ {
+ SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 );
+
+ DECLARE_DYNAMIC_VERTEX_SHADER( teeth_flashlight_vs30 );
+ 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_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
+ SET_DYNAMIC_VERTEX_SHADER( teeth_flashlight_vs30 );
+
+ DECLARE_DYNAMIC_PIXEL_SHADER( teeth_flashlight_ps30 );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows );
+ SET_DYNAMIC_PIXEL_SHADER( teeth_flashlight_ps30 );
+ }
+#endif
+
+ if( params[INTRO]->GetIntValue() )
+ {
+ float curTime = params[WARPPARAM]->GetFloatValue();
+ float timeVec[4] = { 0.0f, 0.0f, 0.0f, curTime };
+ Assert( params[ENTITYORIGIN]->IsDefined() );
+ params[ENTITYORIGIN]->GetVecValue( timeVec, 3 );
+ pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_9, timeVec, 1 );
+ }
+ }
+ Draw();
+ }
+
+ SHADER_DRAW
+ {
+ SHADOW_STATE
+ {
+ SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
+ }
+ bool hasFlashlight = UsingFlashlight( params );
+ if ( !hasFlashlight || ( IsX360() || r_flashlight_version2.GetInt() ) )
+ {
+ DrawUsingVertexShader( params, pShaderAPI, pShaderShadow, vertexCompression );
+ SHADOW_STATE
+ {
+ SetInitialShadowState();
+ }
+ }
+ if( hasFlashlight )
+ {
+ DrawFlashlight( params, pShaderAPI, pShaderShadow, vertexCompression );
+ }
+ }
+END_SHADER