//========= Copyright © 1996-2007, Valve Corporation, All rights reserved. ============// // // Purpose: Blob shader // //=============================================================================// #include "BaseVSShader.h" #include "Blob_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( Blob, Blob_dx9 ) BEGIN_VS_SHADER( Blob_dx9, "Blob" ) BEGIN_SHADER_PARAMS SHADER_PARAM( BACKSURFACE, SHADER_PARAM_TYPE_BOOL, "0.0", "specify that this is the back surface of the blob" ) 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( 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( DIFFUSEBOOST, 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( SELFILLUMFRESNEL, SHADER_PARAM_TYPE_BOOL, "0", "enable self illum fresnel term" ) SHADER_PARAM( SELFILLUMFRESNELMINMAXEXP, SHADER_PARAM_TYPE_VEC3, "[0.7 0.5 0.45]", "min max exponent" ) SHADER_PARAM( SELFILLUMTINT, SHADER_PARAM_TYPE_VEC3, "[0.7 0.5 0.45]", "selfillum color tint" ) 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( ARMATURE, SHADER_PARAM_TYPE_BOOL, "0", "armature" ) SHADER_PARAM( ARMCOLOR, SHADER_PARAM_TYPE_VEC3, "[1 1 1]", "arm color" ) SHADER_PARAM( ARMWIDEN, SHADER_PARAM_TYPE_BOOL, "0", "widen arms at end instead of taper" ) SHADER_PARAM( ARMWIDTHEXP, SHADER_PARAM_TYPE_FLOAT, "1", "" ) SHADER_PARAM( ARMWIDTHSCALE, SHADER_PARAM_TYPE_FLOAT, "1", "" ) SHADER_PARAM( ARMWIDTHBIAS, SHADER_PARAM_TYPE_FLOAT, "0", "" ) SHADER_PARAM( ANIMATEARMPULSES, SHADER_PARAM_TYPE_BOOL, "1", "" ) SHADER_PARAM( GLOWSCALE, SHADER_PARAM_TYPE_FLOAT, "4", "Scale value applied to self-illum vertex colours" ) SHADER_PARAM( PULSE, SHADER_PARAM_TYPE_BOOL, "1", "" ) SHADER_PARAM( CONTACTSHADOWS, SHADER_PARAM_TYPE_BOOL, "1", "" ) SHADER_PARAM( VOLUMETEXTURETEST, SHADER_PARAM_TYPE_BOOL, "0", "" ) SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" ) END_SHADER_PARAMS void SetupVarsBlob( BlobVars_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_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 = DIFFUSEBOOST; 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_nSelfIllumFresnelEnable = SELFILLUMFRESNEL; info.m_nSelfIllumFresnelParams = SELFILLUMFRESNELMINMAXEXP; info.m_nSelfIllumTint = SELFILLUMTINT; info.m_nUVProjOffset = UVPROJOFFSET; info.m_nBBMin = BBMIN; info.m_nBBMax = BBMAX; info.m_nArmature = ARMATURE; info.m_nFlashlightTexture = FLASHLIGHTTEXTURE; info.m_nFlashlightTextureFrame = FLASHLIGHTTEXTUREFRAME; info.m_nArmColorTint = ARMCOLOR; info.m_nArmWiden = ARMWIDEN; info.m_nArmWidthExp = ARMWIDTHEXP; info.m_nArmWidthScale = ARMWIDTHSCALE; info.m_nArmWidthBias = ARMWIDTHBIAS; info.m_nAnimateArmPulses = ANIMATEARMPULSES; info.m_nVolumeTex = VOLUMETEXTURETEST; info.m_nBumpFrame = BUMPFRAME; info.m_nGlowScale = GLOWSCALE; info.m_nPulse = PULSE; info.m_nContactShadows = CONTACTSHADOWS; } SHADER_INIT_PARAMS() { BlobVars_t info; SetupVarsBlob( info ); InitParamsBlob( this, params, pMaterialName, info ); } SHADER_FALLBACK { // TODO: Reasonable fallback if ( g_pHardwareConfig->GetDXSupportLevel() < 90 ) { return "Wireframe"; } return 0; } SHADER_INIT { BlobVars_t info; SetupVarsBlob( info ); InitBlob( this, params, info ); } SHADER_DRAW { BlobVars_t info; SetupVarsBlob( info ); DrawBlob( this, params, pShaderAPI, pShaderShadow, info, vertexCompression ); } END_SHADER