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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "shadow_ps20.inc"
#include "shadow_ps20b.inc"
#include "shadow_vs20.inc"
BEGIN_VS_SHADER_FLAGS( Shadow, "Help for Shadow", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS END_SHADER_PARAMS
SHADER_INIT_PARAMS() { /*
The alpha blending state either must be:
Src Color * Dst Color + Dst Color * 0 (src color = C*A + 1-A)
or
// Can't be this, doesn't work with fog
Src Color * Dst Color + Dst Color * (1-Src Alpha) (src color = C * A, Src Alpha = A) */ }
SHADER_FALLBACK { if ( g_pHardwareConfig->GetDXSupportLevel() < 90 ) { return "Shadow_DX8"; } return 0; }
SHADER_INIT { LoadTexture( BASETEXTURE, TEXTUREFLAGS_SRGB ); }
SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
// NOTE: This is deliberately this way round (instead of "DST_COLOR, ZERO"),
// since these two permutations produce *different* values on 360!!
// This was causing undue darkening of the framebuffer by these
// shadows, which was highly noticeable in very dark areas:
EnableAlphaBlending( SHADER_BLEND_ZERO, SHADER_BLEND_SRC_COLOR );
unsigned int flags = VERTEX_POSITION | VERTEX_COLOR; int numTexCoords = 1; pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 );
DECLARE_STATIC_VERTEX_SHADER( shadow_vs20 ); SET_STATIC_VERTEX_SHADER( shadow_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( shadow_ps20b ); SET_STATIC_PIXEL_SHADER( shadow_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( shadow_ps20 ); SET_STATIC_PIXEL_SHADER( shadow_ps20 ); }
pShaderShadow->EnableSRGBWrite( true );
// We need to fog to *white* regardless of overbrighting...
FogToWhite(); } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM ); SetPixelShaderConstantGammaToLinear( 1, COLOR );
// Get texture dimensions...
int nWidth = 16; int nHeight = 16; ITexture *pTexture = params[BASETEXTURE]->GetTextureValue(); if (pTexture) { nWidth = pTexture->GetActualWidth(); nHeight = pTexture->GetActualHeight(); }
Vector4D vecJitter( 1.0 / nWidth, 1.0 / nHeight, 0.0, 0.0 ); pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, vecJitter.Base() );
vecJitter.y *= -1.0f; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, vecJitter.Base() );
MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode(); int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0;
DECLARE_DYNAMIC_VERTEX_SHADER( shadow_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex ); SET_DYNAMIC_VERTEX_SHADER( shadow_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( shadow_ps20b ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER( shadow_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( shadow_ps20 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER( shadow_ps20 ); }
float eyePos[4]; pShaderAPI->GetWorldSpaceCameraPosition( eyePos ); pShaderAPI->SetPixelShaderConstant( 2, eyePos, 1 ); pShaderAPI->SetPixelShaderFogParams( 3 ); } Draw( ); } END_SHADER
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