From e16ea21dc8a710237ade8413207f58d403c616a3 Mon Sep 17 00:00:00 2001 From: Joe Ludwig Date: Wed, 17 Jul 2013 18:26:59 -0700 Subject: * Added support for building shaders in your mod * Added nav mesh support * fixed many warnings and misc bugs * Fixed the create*projects scripts in mp * Added a bunch of stuff to .gitignore --- .../stdshaders/example_model_ps20b.fxc | 92 ++++++++++++++++++++++ 1 file changed, 92 insertions(+) create mode 100644 mp/src/materialsystem/stdshaders/example_model_ps20b.fxc (limited to 'mp/src/materialsystem/stdshaders/example_model_ps20b.fxc') diff --git a/mp/src/materialsystem/stdshaders/example_model_ps20b.fxc b/mp/src/materialsystem/stdshaders/example_model_ps20b.fxc new file mode 100644 index 00000000..a7b35e44 --- /dev/null +++ b/mp/src/materialsystem/stdshaders/example_model_ps20b.fxc @@ -0,0 +1,92 @@ +//===================== Copyright (c) Valve Corporation. All Rights Reserved. ====================== +// +// Example pixel shader that can be applied to models +// +//================================================================================================== + +// STATIC: "CONVERT_TO_SRGB" "0..0" +// STATIC: "FLASHLIGHT" "0..1" +// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..2" [ps20b] + +// DYNAMIC: "WRITEWATERFOGTODESTALPHA" "0..1" +// DYNAMIC: "PIXELFOGTYPE" "0..1" +// DYNAMIC: "NUM_LIGHTS" "0..4" +// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] +// DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" [ps20b] + +// SKIP: ($PIXELFOGTYPE == 0) && ($WRITEWATERFOGTODESTALPHA != 0) + +// We don't care about flashlight depth unless the flashlight is on +// SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 ) + +// Flashlight shadow filter mode is irrelevant if there is no flashlight +// SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTDEPTHFILTERMODE != 0 ) [ps20b] + +#include "common_flashlight_fxc.h" +#include "shader_constant_register_map.h" + +const float4 g_DiffuseModulation : register( PSREG_DIFFUSE_MODULATION ); +const float4 g_ShadowTweaks : register( PSREG_ENVMAP_TINT__SHADOW_TWEAKS ); +const float3 cAmbientCube[6] : register( PSREG_AMBIENT_CUBE ); +const float4 g_EyePos : register( PSREG_EYEPOS_SPEC_EXPONENT ); +const float4 g_FogParams : register( PSREG_FOG_PARAMS ); +const float4 g_FlashlightAttenuationFactors : register( PSREG_FLASHLIGHT_ATTENUATION ); // On non-flashlight pass +const float4 g_FlashlightPos_RimBoost : register( PSREG_FLASHLIGHT_POSITION_RIM_BOOST ); +const float4x4 g_FlashlightWorldToTexture : register( PSREG_FLASHLIGHT_TO_WORLD_TEXTURE ); +PixelShaderLightInfo cLightInfo[3] : register( PSREG_LIGHT_INFO_ARRAY ); // 2 registers each - 6 registers total (4th light spread across w's) + +#define g_FlashlightPos g_FlashlightPos_RimBoost.xyz + +sampler BaseTextureSampler : register( s0 ); // Base map, selfillum in alpha +sampler ShadowDepthSampler : register( s4 ); // Flashlight shadow depth map sampler +sampler NormalizeRandRotSampler : register( s5 ); // Normalization / RandomRotation samplers +sampler FlashlightSampler : register( s6 ); // Flashlight cookie + +struct PS_INPUT +{ + float2 baseTexCoord : TEXCOORD0; + float4 lightAtten : TEXCOORD1; + float3 worldNormal : TEXCOORD2; + float3 worldPos : TEXCOORD3; + float3 projPos : TEXCOORD4; +}; + +float4 main( PS_INPUT i ) : COLOR +{ + float4 baseColor = tex2D( BaseTextureSampler, i.baseTexCoord ); + + float3 diffuseLighting; + if ( FLASHLIGHT != 0 ) + { + float4 flashlightSpacePosition = mul( float4( i.worldPos, 1.0f ), g_FlashlightWorldToTexture ); + + diffuseLighting = DoFlashlight( g_FlashlightPos, i.worldPos, flashlightSpacePosition, + i.worldNormal, g_FlashlightAttenuationFactors.xyz, + g_FlashlightAttenuationFactors.w, FlashlightSampler, ShadowDepthSampler, + NormalizeRandRotSampler, FLASHLIGHTDEPTHFILTERMODE, FLASHLIGHTSHADOWS, true, i.projPos, false, g_ShadowTweaks ); + } + else // non-flashlight path + { + // Summation of diffuse illumination from all local lights + diffuseLighting = PixelShaderDoLighting( i.worldPos, i.worldNormal, + float3( 0.0f, 0.0f, 0.0f ), false, true, i.lightAtten, + cAmbientCube, NormalizeRandRotSampler, NUM_LIGHTS, cLightInfo, true, + + // These are dummy parameters: + false, 1.0f, + false, BaseTextureSampler ); + } + + float3 result = baseColor.rgb * g_DiffuseModulation.rgb * diffuseLighting; + float alpha = g_DiffuseModulation.a * baseColor.a; + + float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos.z, i.worldPos.z, i.projPos.z ); + +#if WRITEWATERFOGTODESTALPHA && ( PIXELFOGTYPE == PIXEL_FOG_TYPE_HEIGHT ) + alpha = fogFactor; +#endif + + bool bWriteDepthToAlpha = ( WRITE_DEPTH_TO_DESTALPHA != 0 ) && ( WRITEWATERFOGTODESTALPHA == 0 ); + + return FinalOutput( float4( result, alpha ), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, bWriteDepthToAlpha, i.projPos.z ); +} -- cgit v1.2.3