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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Lightmap only shader
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "shatteredglass.inc"
#include "shatteredglass_envmap.inc"
#include "shatteredglass_envmapsphere.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
BEGIN_VS_SHADER( ShatteredGlass_DX8, "Help for ShatteredGlass_DX8" )
BEGIN_SHADER_PARAMS SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/Detail", "detail" ) SHADER_PARAM( DETAILTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "detail scale" ) SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" ) SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" ) SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" ) SHADER_PARAM( UNLITFACTOR, SHADER_PARAM_TYPE_FLOAT, "0.7", "0.0 == multiply by lightmap, 1.0 == multiply by 1" ) END_SHADER_PARAMS
SHADER_INIT_PARAMS() { if( !params[ENVMAPTINT]->IsDefined() ) { params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f ); }
if( !params[UNLITFACTOR]->IsDefined() ) { params[UNLITFACTOR]->SetFloatValue( 0.3f ); }
// No texture means no self-illum or env mask in base alpha
if ( !params[BASETEXTURE]->IsDefined() ) { CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK ); }
// If in decal mode, no debug override...
if (IS_FLAG_SET(MATERIAL_VAR_DECAL)) { SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); } }
SHADER_FALLBACK { if ( IsPC() && g_pHardwareConfig->GetDXSupportLevel() < 80 ) { return "ShatteredGlass_DX7"; } return 0; }
SHADER_INIT { if ( params[BASETEXTURE]->IsDefined() ) { LoadTexture( BASETEXTURE );
if ( !params[BASETEXTURE]->GetTextureValue()->IsTranslucent() ) { if ( IS_FLAG_SET( MATERIAL_VAR_BASEALPHAENVMAPMASK ) ) { CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK ); } } }
if ( params[DETAIL]->IsDefined() ) { LoadTexture( DETAIL ); }
if ( params[ENVMAP]->IsDefined()) { LoadCubeMap( ENVMAP ); } }
SHADER_DRAW { bool bHasEnvmap = params[ENVMAP]->IsTexture(); bool bHasVertexColor = IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR); // Base
SHADOW_STATE { // alpha test
pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) );
// Alpha blending, enable alpha blending if the detail texture is translucent
bool detailIsTranslucent = TextureIsTranslucent( DETAIL, false ); if ( detailIsTranslucent ) { if ( IS_FLAG_SET( MATERIAL_VAR_ADDITIVE ) ) EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE ); else EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); } else { SetDefaultBlendingShadowState( BASETEXTURE, true ); }
// Base texture and envmapmask
unsigned int flags = VERTEX_POSITION; pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
// Lightmap
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
// Detail texture
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
// Envmap
if ( bHasEnvmap ) { flags |= VERTEX_NORMAL; pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); }
if ( bHasVertexColor ) { flags |= VERTEX_COLOR; }
pShaderShadow->VertexShaderVertexFormat( flags, 3, 0, 0 );
Assert( !bHasVertexColor ); if ( !bHasEnvmap ) { shatteredglass_Static_Index vshIndex; pShaderShadow->SetVertexShader( "shatteredglass", vshIndex.GetIndex() );
pShaderShadow->SetPixelShader( "shatteredglass" ); } else { if ( !IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) ) { shatteredglass_envmap_Static_Index vshIndex; pShaderShadow->SetVertexShader( "shatteredglass_envmap", vshIndex.GetIndex() ); } else { shatteredglass_envmapsphere_Static_Index vshIndex; pShaderShadow->SetVertexShader( "shatteredglass_envmapsphere", vshIndex.GetIndex() ); } pShaderShadow->SetPixelShader( "shatteredglass_envmap" ); } DefaultFog(); } DYNAMIC_STATE { SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM ); SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, DETAILTRANSFORM );
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP ); BindTexture( SHADER_SAMPLER3, DETAIL );
if( !bHasEnvmap ) { shatteredglass_Dynamic_Index vshIndex; vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); } else { BindTexture( SHADER_SAMPLER2, ENVMAP, ENVMAPFRAME ); if ( !IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) ) { shatteredglass_envmap_Dynamic_Index vshIndex; vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); } else { shatteredglass_envmapsphere_Dynamic_Index vshIndex; vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); } }
if (IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) || IS_FLAG_SET(MATERIAL_VAR_ENVMAPCAMERASPACE)) { LoadViewMatrixIntoVertexShaderConstant( VERTEX_SHADER_VIEWMODEL ); }
SetModulationVertexShaderDynamicState(); EnablePixelShaderOverbright( 0, true, true ); SetPixelShaderConstant( 2, ENVMAPTINT );
// Blend between lightmap + unlit based on the unlit factor to make it look better
float flUnlitFactor[4]; flUnlitFactor[0] = flUnlitFactor[1] = flUnlitFactor[2] = flUnlitFactor[3] = params[UNLITFACTOR]->GetFloatValue(); pShaderAPI->SetPixelShaderConstant( 3, flUnlitFactor, 1 ); } Draw(); } END_SHADER
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