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//========= Copyright � Valve Corporation, All rights reserved. ============//
//
// Purpose: Shader for decals on weapon models
//
//==========================================================================//
#include "BaseVSShader.h"
#include "weapondecal_dx9_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( WeaponDecal, WeaponDecal_dx9 )
BEGIN_VS_SHADER( WeaponDecal_dx9, "WeaponDecal" ) BEGIN_SHADER_PARAMS SHADER_PARAM( THIRDPERSON, SHADER_PARAM_TYPE_BOOL, "0", "Third-person mode" ) SHADER_PARAM( AOTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shader/AOTexture", "R: cavity, G: AO, B: mig shading" ) SHADER_PARAM( EXPTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shader/ExpTexture", "RGB: Exponent texture" ) SHADER_PARAM( NORMALMAP, SHADER_PARAM_TYPE_TEXTURE, "dev/flatnormal", "Normal Map" ) SHADER_PARAM( HOLOSPECTRUM, SHADER_PARAM_TYPE_TEXTURE, "", "RGB: Hologram spectrum texture" ) SHADER_PARAM( HOLOMASK, SHADER_PARAM_TYPE_TEXTURE, "", "RGB: Hologram mask texture: R " ) SHADER_PARAM( GRUNGETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shader/PosTexture", "RGB: Tiling grunge A: spec, black dulls the paint finish" ) SHADER_PARAM( WEARTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shader/PosTexture", "RGB: Greyscale wear speed factor, white wears soonest" ) SHADER_PARAM( ANISODIRTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "black", "RG give direction vector, A masks specularity" ) SHADER_PARAM( MIRRORHORIZONTAL, SHADER_PARAM_TYPE_BOOL, "0", "Flip decal horizontally" ) SHADER_PARAM( WEARREMAPMIN, SHADER_PARAM_TYPE_FLOAT, "0.0", "" ) SHADER_PARAM( WEARREMAPMID, SHADER_PARAM_TYPE_FLOAT, "0.5", "" ) SHADER_PARAM( WEARREMAPMAX, SHADER_PARAM_TYPE_FLOAT, "1.0", "" ) SHADER_PARAM( WEARWIDTHMIN, SHADER_PARAM_TYPE_FLOAT, "0.3", "" ) SHADER_PARAM( WEARWIDTHMAX, SHADER_PARAM_TYPE_FLOAT, "0.06", "" ) SHADER_PARAM( ALPHAMASK, SHADER_PARAM_TYPE_INTEGER, "0", "" ) //SHADER_PARAM( FASTWEARTHRESHOLD, SHADER_PARAM_TYPE_FLOAT, "0.0", "" )
SHADER_PARAM( HIGHLIGHT, SHADER_PARAM_TYPE_FLOAT, "0.0", "Highlight the edges of the sticker") SHADER_PARAM( HIGHLIGHTCYCLE, SHADER_PARAM_TYPE_FLOAT, "0.0", "Scroll the highlight effect") SHADER_PARAM( PEEL, SHADER_PARAM_TYPE_FLOAT, "0.0", "An effect that 'peels' the sticker in local uv space") SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "env_cubemap", "Environment cubemap" ) SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_VEC3, "[ 1 1 1 ]", "Envmap tint" ) SHADER_PARAM( ALPHA, SHADER_PARAM_TYPE_INTEGER, "1", "Alpha" ) SHADER_PARAM( PHONG, SHADER_PARAM_TYPE_INTEGER, "0", "Enable phong shading" ) SHADER_PARAM( PHONGEXPONENT, SHADER_PARAM_TYPE_INTEGER, "4", "Phong exponent value" ) SHADER_PARAM( PHONGFRESNELRANGES, SHADER_PARAM_TYPE_VEC3, "[ 1 1 1 ]", "Phong fresnel ranges" ) SHADER_PARAM( PHONGALBEDOTINT, SHADER_PARAM_TYPE_BOOL, "0", "Phong albedo tint" ) SHADER_PARAM( PHONGBOOST, SHADER_PARAM_TYPE_FLOAT, "1", "Phong boost" ) SHADER_PARAM( PHONGALBEDOBOOST, SHADER_PARAM_TYPE_FLOAT, "1", "Phong albedo boost" ) SHADER_PARAM( DECALSTYLE, SHADER_PARAM_TYPE_INTEGER, "0", "Decal style: 0 = Plastic/PVC sticker" ) //SHADER_PARAM( PATTERNTEXTURETRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "logo texcoord transform" )
SHADER_PARAM( PATTERNROTATION, SHADER_PARAM_TYPE_FLOAT, "0.0", "Pattern rotation" ) SHADER_PARAM( PATTERNSCALE, SHADER_PARAM_TYPE_FLOAT, "1.0", "Pattern scale" ) SHADER_PARAM( COLORTINT4, SHADER_PARAM_TYPE_VEC3, "[ 1 1 1 ]", "Diffuse tint" ) SHADER_PARAM( COLORTINT3, SHADER_PARAM_TYPE_VEC3, "[ 1 1 1 ]", "Diffuse tint" ) SHADER_PARAM( COLORTINT2, SHADER_PARAM_TYPE_VEC3, "[ 1 1 1 ]", "Diffuse tint" ) SHADER_PARAM( COLORTINT, SHADER_PARAM_TYPE_VEC3, "[ 1 1 1 ]", "Diffuse tint" ) SHADER_PARAM( WEARBIAS, SHADER_PARAM_TYPE_FLOAT, "0.5", "" ) SHADER_PARAM( UNWEARSTRENGTH, SHADER_PARAM_TYPE_FLOAT, "0.1", "" ) SHADER_PARAM( WEARPROGRESS, SHADER_PARAM_TYPE_FLOAT, "0.5", "Wear/worn progress amount" ) SHADER_PARAM( GRUNGESCALE, SHADER_PARAM_TYPE_FLOAT, "2", "" ) SHADER_PARAM( DESATBASETINT, SHADER_PARAM_TYPE_FLOAT, "0", "Desaturate basemap and affect tint" ) END_SHADER_PARAMS
void SetupVarsWeaponDecal( WeaponDecalVars_t &info ) { info.m_nBaseTexture = BASETEXTURE; info.m_nBaseTextureTransform = BASETEXTURETRANSFORM; info.m_nAOTexture = AOTEXTURE; info.m_nNormalMap = NORMALMAP; info.m_nWearRemapMin = WEARREMAPMIN; info.m_nWearRemapMid = WEARREMAPMID; info.m_nWearRemapMax = WEARREMAPMAX; info.m_nWearProgress = WEARPROGRESS; info.m_nWearWidthMin = WEARWIDTHMIN; info.m_nWearWidthMax = WEARWIDTHMAX; info.m_nUnWearStrength = UNWEARSTRENGTH; info.m_nExpTexture = EXPTEXTURE; info.m_nHologramSpectrum = HOLOSPECTRUM; info.m_nHologramMask = HOLOMASK; info.m_nGrungeTexture = GRUNGETEXTURE; info.m_nWearTexture = WEARTEXTURE; info.m_nAnisoDirTexture = ANISODIRTEXTURE; info.m_nEnvmapTexture = ENVMAP; info.m_nEnvmapTint = ENVMAPTINT; info.m_nColorTint = COLORTINT; info.m_nColorTint2 = COLORTINT2; info.m_nColorTint3 = COLORTINT3; info.m_nColorTint4 = COLORTINT4; info.m_nPhong = PHONG; info.m_nPhongExponent = PHONGEXPONENT; info.m_nPhongFresnelRanges = PHONGFRESNELRANGES; info.m_nPhongAlbedoTint = PHONGALBEDOTINT; info.m_nPhongBoost = PHONGBOOST; info.m_nPhongAlbedoBoost = PHONGALBEDOBOOST; info.m_nDecalStyle = DECALSTYLE; info.m_nAlpha = ALPHA; //info.m_nPatternTextureTransform = PATTERNTEXTURETRANSFORM;
info.m_nPatternRotation = PATTERNROTATION; info.m_nPatternScale = PATTERNSCALE; info.m_nMirrorHorizontal = MIRRORHORIZONTAL; info.m_nThirdPerson = THIRDPERSON; info.m_nHighlight = HIGHLIGHT; info.m_nHighlightCycle = HIGHLIGHTCYCLE; info.m_nPeel = PEEL; info.m_nWearBias = WEARBIAS; info.m_nAlphaMask = ALPHAMASK; //info.m_nFastWearThreshold = FASTWEARTHRESHOLD;
info.m_nGrungeScale = GRUNGESCALE; info.m_nDesatBaseTint = DESATBASETINT; }
SHADER_INIT_PARAMS() { WeaponDecalVars_t info; SetupVarsWeaponDecal( info ); InitParamsWeaponDecal( this, params, pMaterialName, info ); }
SHADER_FALLBACK { return 0; }
SHADER_INIT { WeaponDecalVars_t info; SetupVarsWeaponDecal( info ); InitWeaponDecal( this, params, info ); }
SHADER_DRAW { WeaponDecalVars_t info; SetupVarsWeaponDecal( info ); DrawWeaponDecal( this, params, pShaderAPI, pShaderShadow, info, vertexCompression, pContextDataPtr ); } END_SHADER
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