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//========= Copyright � 1996-2007, Valve Corporation, All rights reserved. ============//
//
// Purpose: Ice surface shader (for the ice gun)
//
//=============================================================================//
#include "BaseVSShader.h"
#include "IceSurface_helper.h"
#include "cpp_shader_constant_register_map.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( IceSurface, IceSurface_dx9 )
BEGIN_VS_SHADER( IceSurface_dx9, "IceSurface" ) BEGIN_SHADER_PARAMS SHADER_PARAM( BACKSURFACE, SHADER_PARAM_TYPE_BOOL, "0.0", "specify that this is the back surface of the ice" )
SHADER_PARAM( NORMALMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "normal map" ) SHADER_PARAM( SPECMASKTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "specular reflection mask" ) SHADER_PARAM( LIGHTWARPTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "1D ramp texture for tinting scalar diffuse term" ) SHADER_PARAM( FRESNELWARPTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "1D ramp texture for controlling fresnel falloff" ) SHADER_PARAM( OPACITYTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "1D ramp texture for controlling fresnel falloff" ) SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "", "environment map" )
SHADER_PARAM( UVSCALE, SHADER_PARAM_TYPE_FLOAT, "0.02", "uv projection scale" ) SHADER_PARAM( BUMPSTRENGTH, SHADER_PARAM_TYPE_FLOAT, "1.0", "bump map strength" ) SHADER_PARAM( FRESNELBUMPSTRENGTH, SHADER_PARAM_TYPE_FLOAT, "1.0", "bump map strength for fresnel" ) SHADER_PARAM( TRANSLUCENTFRESNELMINMAXEXP, SHADER_PARAM_TYPE_VEC3, "[0.8 1.0 1.0]", "fresnel params" )
SHADER_PARAM( INTERIOR, SHADER_PARAM_TYPE_BOOL, "1", "Enable interior layer" ) SHADER_PARAM( INTERIORFOGSTRENGTH, SHADER_PARAM_TYPE_FLOAT, "0.06", "fog strength (scales with thickness of the interior volume)" ) SHADER_PARAM( INTERIORFOGLIMIT, SHADER_PARAM_TYPE_FLOAT, "0.8", "fog opacity beyond the range of destination alpha depth (in low-precision depth mode)" ) SHADER_PARAM( INTERIORFOGNORMALBOOST, SHADER_PARAM_TYPE_FLOAT, "0.0", "degree to boost interior thickness/fog by 'side-on'ness of vertex normals to the camera" ) SHADER_PARAM( INTERIORBACKGROUNDBOOST, SHADER_PARAM_TYPE_FLOAT, "7", "boosts the brightness of bright background pixels" ) SHADER_PARAM( INTERIORAMBIENTSCALE, SHADER_PARAM_TYPE_FLOAT, "0.3", "scales ambient light in the interior volume" ); SHADER_PARAM( INTERIORBACKLIGHTSCALE, SHADER_PARAM_TYPE_FLOAT, "0.3", "scales backlighting in the interior volume" ); SHADER_PARAM( INTERIORCOLOR, SHADER_PARAM_TYPE_VEC3, "[0.7 0.5 0.45]", "tints light in the interior volume" ) SHADER_PARAM( INTERIORREFRACTSTRENGTH, SHADER_PARAM_TYPE_FLOAT, "0.015", "strength of bumped refract of the background seen through the interior" ) SHADER_PARAM( INTERIORREFRACTBLUR, SHADER_PARAM_TYPE_FLOAT, "0.2", "strength of blur applied to the background seen through the interior" )
SHADER_PARAM( DIFFUSESCALE, SHADER_PARAM_TYPE_FLOAT, "1.0", "" ) SHADER_PARAM( PHONGEXPONENT, SHADER_PARAM_TYPE_FLOAT, "1.0", "specular exponent" ) SHADER_PARAM( PHONGBOOST, SHADER_PARAM_TYPE_FLOAT, "1.0", "specular boost" ) SHADER_PARAM( PHONGEXPONENT2, SHADER_PARAM_TYPE_FLOAT, "1.0", "specular exponent" ) SHADER_PARAM( PHONGBOOST2, SHADER_PARAM_TYPE_FLOAT, "1.0", "specular boost" ) SHADER_PARAM( RIMLIGHTEXPONENT, SHADER_PARAM_TYPE_FLOAT, "1.0", "rim light exponent" ) SHADER_PARAM( RIMLIGHTBOOST, SHADER_PARAM_TYPE_FLOAT, "1.0", "rim light boost" ) SHADER_PARAM( BASECOLORTINT, SHADER_PARAM_TYPE_VEC3, "[1.0 1.0 1.0]", "base texture tint" ) SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_VEC3, "[1.0 1.0 1.0]", "tints the environment reflection" )
SHADER_PARAM( UVPROJOFFSET, SHADER_PARAM_TYPE_VEC3, "[0 0 0]", "Center for UV projection" ) SHADER_PARAM( BBMIN, SHADER_PARAM_TYPE_VEC3, "[0 0 0]", "" ) SHADER_PARAM( BBMAX, SHADER_PARAM_TYPE_VEC3, "[0 0 0]", "" )
SHADER_PARAM( CONTACTSHADOWS, SHADER_PARAM_TYPE_BOOL, "1", "" )
SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" )
END_SHADER_PARAMS
void SetupVarsIceSurface( IceSurfaceVars_t &info ) { info.m_nBackSurface = BACKSURFACE; info.m_nBaseTexture = BASETEXTURE; info.m_nNormalMap = NORMALMAP; info.m_nSpecMap = SPECMASKTEXTURE; info.m_nLightWarpTexture = LIGHTWARPTEXTURE; info.m_nFresnelWarpTexture = FRESNELWARPTEXTURE; info.m_nOpacityTexture = OPACITYTEXTURE; info.m_nEnvMap = ENVMAP; info.m_nBumpStrength = BUMPSTRENGTH; info.m_nFresnelBumpStrength = FRESNELBUMPSTRENGTH; info.m_nUVScale = UVSCALE;
info.m_nInteriorEnable = INTERIOR; info.m_nInteriorFogStrength = INTERIORFOGSTRENGTH; info.m_nInteriorFogLimit = INTERIORFOGLIMIT; info.m_nInteriorFogNormalBoost = INTERIORFOGNORMALBOOST; info.m_nInteriorBackgroundBoost = INTERIORBACKGROUNDBOOST; info.m_nInteriorAmbientScale = INTERIORAMBIENTSCALE; info.m_nInteriorBackLightScale = INTERIORBACKLIGHTSCALE; info.m_nInteriorColor = INTERIORCOLOR; info.m_nInteriorRefractStrength = INTERIORREFRACTSTRENGTH; info.m_nInteriorRefractBlur = INTERIORREFRACTBLUR;
info.m_nFresnelParams = TRANSLUCENTFRESNELMINMAXEXP; info.m_nDiffuseScale = DIFFUSESCALE; info.m_nSpecExp = PHONGEXPONENT; info.m_nSpecScale = PHONGBOOST; info.m_nSpecExp2 = PHONGEXPONENT2; info.m_nSpecScale2 = PHONGBOOST2; info.m_nRimLightExp = RIMLIGHTEXPONENT; info.m_nRimLightScale = RIMLIGHTBOOST; info.m_nBaseColorTint = BASECOLORTINT; info.m_nEnvMapTint = ENVMAPTINT; info.m_nUVProjOffset = UVPROJOFFSET; info.m_nBBMin = BBMIN; info.m_nBBMax = BBMAX; info.m_nFlashlightTexture = FLASHLIGHTTEXTURE; info.m_nFlashlightTextureFrame = FLASHLIGHTTEXTUREFRAME; info.m_nBumpFrame = BUMPFRAME; info.m_nContactShadows = CONTACTSHADOWS; }
SHADER_INIT_PARAMS() { IceSurfaceVars_t info; SetupVarsIceSurface( info ); InitParamsIceSurface( this, params, pMaterialName, info ); }
SHADER_FALLBACK { // TODO: Reasonable fallback
if ( g_pHardwareConfig->GetDXSupportLevel() < 90 ) { return "Wireframe"; }
return 0; }
SHADER_INIT { IceSurfaceVars_t info; SetupVarsIceSurface( info ); InitIceSurface( this, params, info ); }
SHADER_DRAW { IceSurfaceVars_t info; SetupVarsIceSurface( info ); DrawIceSurface( this, params, pShaderAPI, pShaderShadow, info, vertexCompression ); }
END_SHADER
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