Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, 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"
#if !defined( _X360 ) && !defined( _PS3 )
#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 )
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( 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()
{
params[FLASHLIGHTTEXTURE]->SetStringValue( GetFlashlightTextureFilename() );
SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
}
SHADER_FALLBACK
{
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 )
{
#if !defined( _X360 ) && !defined( _PS3 )
if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
{
bool bFlattenStaticControlFlow = !g_pHardwareConfig->SupportsStaticControlFlow();
DECLARE_STATIC_VERTEX_SHADER( teeth_bump_vs20 );
SET_STATIC_VERTEX_SHADER_COMBO( FLATTEN_STATIC_CONTROL_FLOW, bFlattenStaticControlFlow );
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 );
}
}
#if !defined( _X360 ) && !defined( _PS3 )
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( teeth_bump_vs30 );
DECLARE_STATIC_PIXEL_SHADER( teeth_bump_ps30 );
SET_STATIC_PIXEL_SHADER( teeth_bump_ps30 );
}
#endif
}
else
{
#if !defined( _X360 ) && !defined( _PS3 )
if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
{
bool bFlattenStaticControlFlow = !g_pHardwareConfig->SupportsStaticControlFlow();
DECLARE_STATIC_VERTEX_SHADER( teeth_vs20 );
SET_STATIC_VERTEX_SHADER_COMBO( FLATTEN_STATIC_CONTROL_FLOW, bFlattenStaticControlFlow );
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 );
}
}
#if !defined( _X360 ) && !defined( _PS3 )
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( 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 );
// Lighting constants
PI_BeginCommandBuffer();
PI_SetPixelShaderAmbientLightCube( PSREG_AMBIENT_CUBE );
PI_SetPixelShaderLocalLighting( PSREG_LIGHT_INFO_ARRAY );
// For non-bumped case, ambient cube is computed in the vertex shader
if ( !hasBump )
{
PI_SetVertexShaderAmbientLightCube();
}
PI_EndCommandBuffer();
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_SRGBREAD, BASETEXTURE, FRAME );
if ( hasBump )
{
BindTexture( SHADER_SAMPLER1, TEXTURE_BINDFLAGS_NONE, BUMPMAP );
}
pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_BINDFLAGS_NONE, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED );
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 = {0, false, false};
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 )
{
#if !defined( _X360 ) && !defined( _PS3 )
if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
{
bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
DECLARE_DYNAMIC_VERTEX_SHADER( teeth_bump_vs20 );
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( 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( NUM_LIGHTS, lightState.m_nNumLights );
SET_DYNAMIC_PIXEL_SHADER_COMBO( AMBIENT_LIGHT, lightState.m_bAmbientLight ? 1 : 0 );
SET_DYNAMIC_PIXEL_SHADER( teeth_bump_ps20 );
}
}
#if !defined( _X360 ) && !defined( _PS3 )
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( 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( 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( 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
{
#if !defined( _X360 ) && !defined( _PS3 )
if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
{
bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
DECLARE_DYNAMIC_VERTEX_SHADER( teeth_vs20 );
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( WRITE_DEPTH_TO_DESTALPHA, bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() );
SET_DYNAMIC_PIXEL_SHADER( teeth_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( teeth_ps20 );
SET_DYNAMIC_PIXEL_SHADER( teeth_ps20 );
}
}
#if !defined( _X360 ) && !defined( _PS3 )
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( 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( teeth_vs30 );
DECLARE_DYNAMIC_PIXEL_SHADER( teeth_ps30 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() );
SET_DYNAMIC_PIXEL_SHADER( teeth_ps30 );
}
#endif
}
}
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 );
ShadowFilterMode_t nShadowFilterMode = SHADOWFILTERMODE_DEFAULT;
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( false /*bForceLowQuality */, g_pHardwareConfig->HasFastVertexTextures() && !IsPlatformX360() && !IsPlatformPS3() /* bPS30 */ ); // Based upon vendor and device dependent formats
}
#if !defined( _X360 ) && !defined( _PS3 )
if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
{
DECLARE_STATIC_VERTEX_SHADER( teeth_flashlight_vs20 );
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 );
}
}
#if !defined( _X360 ) && !defined( _PS3 )
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( 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, TEXTURE_BINDFLAGS_SRGBREAD, BASETEXTURE, FRAME );
// State for spotlight projection, attenuation etc
SetFlashlightVertexShaderConstants( false, -1, false, -1, true );
VMatrix worldToTexture;
ITexture *pFlashlightDepthTexture;
FlashlightState_t flashlightState = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture );
SetFlashLightColorFromState( flashlightState, pShaderAPI, false, PSREG_FLASHLIGHT_COLOR );
bool bFlashlightShadows = g_pHardwareConfig->SupportsPixelShaders_2_b() ? ( flashlightState.m_bEnableShadows && ( pFlashlightDepthTexture != NULL ) ) : false;
if( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && flashlightState.m_bEnableShadows )
{
BindTexture( SHADER_SAMPLER2, TEXTURE_BINDFLAGS_SHADOWDEPTH, pFlashlightDepthTexture, 0 );
pShaderAPI->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_BINDFLAGS_NONE, 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];
SetFlashLightColorFromState( flashlightState, pShaderAPI, false, PSREG_FLASHLIGHT_COLOR );
BindTexture( SHADER_SAMPLER1, TEXTURE_BINDFLAGS_SRGBREAD, 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_FarZAtten;
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];
pos[3] = flashlightState.m_FarZ;
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 );
int nTexWidth, nTexHeight;
pShaderAPI->GetStandardTextureDimensions( &nTexWidth, &nTexHeight, TEXTURE_SHADOW_NOISE_2D );
vScreenScale[0] = (float) nWidth / nTexWidth;
vScreenScale[1] = (float) nHeight / nTexHeight;
vScreenScale[2] = 1.0f / flashlightState.m_flShadowMapResolution;
vScreenScale[3] = 2.0f / flashlightState.m_flShadowMapResolution;
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 );
}
#if !defined( _X360 ) && !defined( _PS3 )
if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
{
DECLARE_DYNAMIC_VERTEX_SHADER( teeth_flashlight_vs20 );
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( FLASHLIGHTSHADOWS, bFlashlightShadows );
SET_DYNAMIC_PIXEL_SHADER( teeth_flashlight_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( teeth_flashlight_ps20 );
SET_DYNAMIC_PIXEL_SHADER( teeth_flashlight_ps20 );
}
}
#if !defined( _X360 ) && !defined( _PS3 )
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( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
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( FLASHLIGHTSHADOWS, bFlashlightShadows );
SET_DYNAMIC_PIXEL_SHADER_COMBO( UBERLIGHT, flashlightState.m_bUberlight );
SET_DYNAMIC_PIXEL_SHADER( teeth_flashlight_ps30 );
SetupUberlightFromState( pShaderAPI, flashlightState );
}
#endif
}
Draw();
}
SHADER_DRAW
{
SHADOW_STATE
{
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
}
bool hasFlashlight = UsingFlashlight( params );
if ( !hasFlashlight || ( IsX360() || IsPS3() ) )
{
DrawUsingVertexShader( params, pShaderAPI, pShaderShadow, vertexCompression );
SHADOW_STATE
{
SetInitialShadowState();
}
}
if( hasFlashlight )
{
DrawFlashlight( params, pShaderAPI, pShaderShadow, vertexCompression );
}
}
END_SHADER