Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
#include "BaseVSShader.h"
#include "mathlib/vmatrix.h"
#include "eye_refract_helper.h"
#include "cpp_shader_constant_register_map.h"
#include "eyes_flashlight_vs11.inc"
#include "eyes_flashlight_ps11.inc"
#include "eye_refract_vs20.inc"
#include "eye_refract_ps20.inc"
#include "eye_refract_ps20b.inc"
#ifndef _X360
#include "eye_refract_vs30.inc"
#include "eye_refract_ps30.inc"
#endif
#include "convar.h"
static ConVar r_lightwarpidentity( "r_lightwarpidentity","0", FCVAR_CHEAT );
void InitParams_Eyes_Refract( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, Eye_Refract_Vars_t &info )
{
// FLASHLIGHTFIXME
if ( g_pHardwareConfig->SupportsBorderColor() )
{
params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight_border" );
}
else
{
params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
}
// Set material flags
SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
// Set material parameter default values
if ( ( info.m_nIntro >= 0 ) && ( !params[info.m_nIntro]->IsDefined() ) )
{
params[info.m_nIntro]->SetIntValue( kDefaultIntro );
}
if ( ( info.m_nDilation >= 0 ) && ( !params[info.m_nDilation]->IsDefined() ) )
{
params[info.m_nDilation]->SetFloatValue( kDefaultDilation );
}
if ( ( info.m_nGlossiness >= 0 ) && ( !params[info.m_nGlossiness]->IsDefined() ) )
{
params[info.m_nGlossiness]->SetFloatValue( kDefaultGlossiness );
}
if ( ( info.m_nSphereTexKillCombo >= 0 ) && ( !params[info.m_nSphereTexKillCombo]->IsDefined() ) )
{
params[info.m_nSphereTexKillCombo]->SetIntValue( kDefaultSphereTexKillCombo );
}
if ( ( info.m_nRaytraceSphere >= 0 ) && ( !params[info.m_nRaytraceSphere]->IsDefined() ) )
{
params[info.m_nRaytraceSphere]->SetIntValue( kDefaultRaytraceSphere );
}
if ( ( info.m_nAmbientOcclColor >= 0 ) && ( !params[info.m_nAmbientOcclColor]->IsDefined() ) )
{
params[info.m_nAmbientOcclColor]->SetVecValue( kDefaultAmbientOcclColor, 4 );
}
if ( ( info.m_nEyeballRadius >= 0 ) && ( !params[info.m_nEyeballRadius]->IsDefined() ) )
{
params[info.m_nEyeballRadius]->SetFloatValue( kDefaultEyeballRadius );
}
if ( ( info.m_nParallaxStrength >= 0 ) && ( !params[info.m_nParallaxStrength]->IsDefined() ) )
{
params[info.m_nParallaxStrength]->SetFloatValue( kDefaultParallaxStrength );
}
if ( ( info.m_nCorneaBumpStrength >= 0 ) && ( !params[info.m_nCorneaBumpStrength]->IsDefined() ) )
{
params[info.m_nCorneaBumpStrength]->SetFloatValue( kDefaultCorneaBumpStrength );
}
}
void Init_Eyes_Refract( CBaseVSShader *pShader, IMaterialVar** params, Eye_Refract_Vars_t &info )
{
pShader->LoadTexture( info.m_nCorneaTexture ); // SHADER_SAMPLER0 (this is a normal, hence not sRGB)
pShader->LoadTexture( info.m_nIris, TEXTUREFLAGS_SRGB ); // SHADER_SAMPLER1
pShader->LoadCubeMap( info.m_nEnvmap, TEXTUREFLAGS_SRGB ); // SHADER_SAMPLER2
pShader->LoadTexture( info.m_nAmbientOcclTexture, TEXTUREFLAGS_SRGB ); // SHADER_SAMPLER3
if ( IS_PARAM_DEFINED( info.m_nDiffuseWarpTexture ) )
{
pShader->LoadTexture( info.m_nDiffuseWarpTexture ); // SHADER_SAMPLER4
}
pShader->LoadTexture( FLASHLIGHTTEXTURE, TEXTUREFLAGS_SRGB ); // SHADER_SAMPLER5
}
void Draw_Eyes_Refract_Internal( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
IShaderShadow* pShaderShadow, bool bDrawFlashlightAdditivePass, Eye_Refract_Vars_t &info, VertexCompressionType_t vertexCompression )
{
bool bDiffuseWarp = IS_PARAM_DEFINED( info.m_nDiffuseWarpTexture );
bool bIntro = IS_PARAM_DEFINED( info.m_nIntro ) ? ( params[info.m_nIntro]->GetIntValue() ? true : false ) : false;
SHADOW_STATE
{
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Cornea normal
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Iris
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // Cube reflection
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); // Ambient occlusion
// Set stream format (note that this shader supports compression)
unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_COMPRESSED;
int nTexCoordCount = 1;
int userDataSize = 0;
pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
if ( bDiffuseWarp )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); // Light warp
}
int nShadowFilterMode = 0;
if ( bDrawFlashlightAdditivePass == true )
{
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode(); // Based upon vendor and device dependent formats
}
pShaderShadow->EnableDepthWrites( false );
pShader->EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); // Write over the eyes that were already there
pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); // Flashlight cookie
}
#ifndef _X360
if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
{
DECLARE_STATIC_VERTEX_SHADER( eye_refract_vs20 );
SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT ) );
SET_STATIC_VERTEX_SHADER_COMBO( INTRO, bIntro ? 1 : 0 );
SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, bDrawFlashlightAdditivePass ? 1 : 0 );
SET_STATIC_VERTEX_SHADER_COMBO( LIGHTWARPTEXTURE, bDiffuseWarp ? 1 : 0 );
SET_STATIC_VERTEX_SHADER( eye_refract_vs20 );
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
bool bSphereTexKillCombo = IS_PARAM_DEFINED( info.m_nSphereTexKillCombo ) ? ( params[info.m_nSphereTexKillCombo]->GetIntValue() ? true : false ) : ( kDefaultSphereTexKillCombo ? true : false );
bool bRayTraceSphere = IS_PARAM_DEFINED( info.m_nRaytraceSphere ) ? ( params[info.m_nRaytraceSphere]->GetIntValue() ? true : false ) : ( kDefaultRaytraceSphere ? true : false );
DECLARE_STATIC_PIXEL_SHADER( eye_refract_ps20b );
SET_STATIC_PIXEL_SHADER_COMBO( SPHERETEXKILLCOMBO, bSphereTexKillCombo ? 1 : 0 );
SET_STATIC_PIXEL_SHADER_COMBO( RAYTRACESPHERE, bRayTraceSphere ? 1 : 0 );
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bDrawFlashlightAdditivePass ? 1 : 0 );
SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, bDiffuseWarp ? 1 : 0 );
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
SET_STATIC_PIXEL_SHADER( eye_refract_ps20b );
if ( bDrawFlashlightAdditivePass == true )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); // Shadow depth map
pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER6 );
pShaderShadow->EnableTexture( SHADER_SAMPLER7, true ); // Noise map
}
}
else
{
DECLARE_STATIC_PIXEL_SHADER( eye_refract_ps20 );
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bDrawFlashlightAdditivePass ? 1 : 0 );
SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, bDiffuseWarp ? 1 : 0 );
SET_STATIC_PIXEL_SHADER( eye_refract_ps20 );
}
}
#ifndef _X360
else
{
// The vertex shader uses the vertex id stream
SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );
DECLARE_STATIC_VERTEX_SHADER( eye_refract_vs30 );
SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT ) );
SET_STATIC_VERTEX_SHADER_COMBO( INTRO, bIntro ? 1 : 0 );
SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, bDrawFlashlightAdditivePass ? 1 : 0 );
SET_STATIC_VERTEX_SHADER_COMBO( LIGHTWARPTEXTURE, bDiffuseWarp ? 1 : 0 );
SET_STATIC_VERTEX_SHADER( eye_refract_vs30 );
bool bSphereTexKillCombo = IS_PARAM_DEFINED( info.m_nSphereTexKillCombo ) ? ( params[info.m_nSphereTexKillCombo]->GetIntValue() ? true : false ) : ( kDefaultSphereTexKillCombo ? true : false );
bool bRayTraceSphere = IS_PARAM_DEFINED( info.m_nRaytraceSphere ) ? ( params[info.m_nRaytraceSphere]->GetIntValue() ? true : false ) : ( kDefaultRaytraceSphere ? true : false );
DECLARE_STATIC_PIXEL_SHADER( eye_refract_ps30 );
SET_STATIC_PIXEL_SHADER_COMBO( SPHERETEXKILLCOMBO, bSphereTexKillCombo ? 1 : 0 );
SET_STATIC_PIXEL_SHADER_COMBO( RAYTRACESPHERE, bRayTraceSphere ? 1 : 0 );
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bDrawFlashlightAdditivePass ? 1 : 0 );
SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, bDiffuseWarp ? 1 : 0 );
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
SET_STATIC_PIXEL_SHADER( eye_refract_ps30 );
if ( bDrawFlashlightAdditivePass == true )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); // Shadow depth map
pShaderShadow->EnableTexture( SHADER_SAMPLER7, true ); // Noise map
}
}
#endif
// On DX9, get the gamma read and write correct
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true ); // Iris
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true ); // Cube map reflection
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, true ); // Ambient occlusion
pShaderShadow->EnableSRGBWrite( true );
if ( bDrawFlashlightAdditivePass == true )
{
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER5, true ); // Flashlight cookie
}
// Fog
if ( bDrawFlashlightAdditivePass == true )
{
pShader->FogToBlack();
}
else
{
pShader->FogToFogColor();
}
}
DYNAMIC_STATE
{
VMatrix worldToTexture;
ITexture *pFlashlightDepthTexture = NULL;
FlashlightState_t flashlightState;
bool bFlashlightShadows = false;
if ( bDrawFlashlightAdditivePass == true )
{
flashlightState = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture );
bFlashlightShadows = flashlightState.m_bEnableShadows && ( pFlashlightDepthTexture != NULL );
}
pShader->BindTexture( SHADER_SAMPLER0, info.m_nCorneaTexture ); // Cornea normal
pShader->BindTexture( SHADER_SAMPLER1, info.m_nIris, info.m_nIrisFrame );
pShader->BindTexture( SHADER_SAMPLER2, info.m_nEnvmap );
pShader->BindTexture( SHADER_SAMPLER3, info.m_nAmbientOcclTexture );
if ( bDiffuseWarp )
{
if ( r_lightwarpidentity.GetBool() )
{
pShaderAPI->BindStandardTexture( SHADER_SAMPLER4, TEXTURE_IDENTITY_LIGHTWARP );
}
else
{
pShader->BindTexture( SHADER_SAMPLER4, info.m_nDiffuseWarpTexture );
}
}
if ( bDrawFlashlightAdditivePass == true )
pShader->BindTexture( SHADER_SAMPLER5, flashlightState.m_pSpotlightTexture, flashlightState.m_nSpotlightTextureFrame );
pShader->SetAmbientCubeDynamicStateVertexShader();
pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nEyeOrigin );
pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nIrisU );
pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, info.m_nIrisV );
if ( bDrawFlashlightAdditivePass == true )
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, flashlightState.m_vecLightOrigin.Base(), 1 );
LightState_t lightState = { 0, false, false };
if ( bDrawFlashlightAdditivePass == false )
{
pShaderAPI->GetDX9LightState( &lightState );
}
#ifndef _X360
if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
{
DECLARE_DYNAMIC_VERTEX_SHADER( eye_refract_vs20 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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_bStaticLightVertex ? 1 : 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
SET_DYNAMIC_VERTEX_SHADER( eye_refract_vs20 );
}
#ifndef _X360
else
{
pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_10, VERTEX_SHADER_SHADER_SPECIFIC_CONST_11, SHADER_VERTEXTEXTURE_SAMPLER0 );
DECLARE_DYNAMIC_VERTEX_SHADER( eye_refract_vs30 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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_bStaticLightVertex ? 1 : 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() );
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
SET_DYNAMIC_VERTEX_SHADER( eye_refract_vs30 );
}
#endif
// Get luminance of ambient cube and saturate it
float fAverageAmbient = max(0.0f, min( pShaderAPI->GetAmbientLightCubeLuminance(), 1.0f ) );
// Special constant for DX9 eyes: { Dilation, Glossiness, x, x };
float vPSConst[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
vPSConst[0] = IS_PARAM_DEFINED( info.m_nDilation ) ? params[info.m_nDilation]->GetFloatValue() : kDefaultDilation;
vPSConst[1] = IS_PARAM_DEFINED( info.m_nGlossiness ) ? params[info.m_nGlossiness]->GetFloatValue() : kDefaultGlossiness;
vPSConst[2] = fAverageAmbient;
vPSConst[3] = IS_PARAM_DEFINED( info.m_nCorneaBumpStrength ) ? params[info.m_nCorneaBumpStrength]->GetFloatValue() : kDefaultCorneaBumpStrength;
pShaderAPI->SetPixelShaderConstant( 0, vPSConst, 1 );
pShaderAPI->SetPixelShaderConstant( 1, IS_PARAM_DEFINED( info.m_nEyeOrigin ) ? params[info.m_nEyeOrigin]->GetVecValue() : kDefaultEyeOrigin, 1 );
pShaderAPI->SetPixelShaderConstant( 2, IS_PARAM_DEFINED( info.m_nIrisU ) ? params[info.m_nIrisU]->GetVecValue() : kDefaultIrisU, 1 );
pShaderAPI->SetPixelShaderConstant( 3, IS_PARAM_DEFINED( info.m_nIrisV ) ? params[info.m_nIrisV]->GetVecValue() : kDefaultIrisV, 1 );
float vEyePos[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
pShaderAPI->GetWorldSpaceCameraPosition( vEyePos );
pShaderAPI->SetPixelShaderConstant( 4, vEyePos, 1 );
pShaderAPI->SetPixelShaderConstant( 5, IS_PARAM_DEFINED( info.m_nAmbientOcclColor ) ? params[info.m_nAmbientOcclColor]->GetVecValue() : kDefaultAmbientOcclColor, 1 );
float vPackedConst6[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
//vPackedConst6[0] Unused
vPackedConst6[1] = IS_PARAM_DEFINED( info.m_nEyeballRadius ) ? params[info.m_nEyeballRadius]->GetFloatValue() : kDefaultEyeballRadius;
//vPackedConst6[2] = IS_PARAM_DEFINED( info.m_nRaytraceSphere ) ? params[info.m_nRaytraceSphere]->GetFloatValue() : kDefaultRaytraceSphere;
vPackedConst6[3] = IS_PARAM_DEFINED( info.m_nParallaxStrength ) ? params[info.m_nParallaxStrength]->GetFloatValue() : kDefaultParallaxStrength;
pShaderAPI->SetPixelShaderConstant( 6, vPackedConst6, 1 );
float fPixelFogType = pShaderAPI->GetPixelFogCombo() == 1 ? 1 : 0;
// Controls for lerp-style paths through shader code
float vShaderControls[4] = { fPixelFogType, 0, 0, 0 };
pShaderAPI->SetPixelShaderConstant( 10, vShaderControls, 1 );
if ( bDrawFlashlightAdditivePass == true )
{
SetFlashLightColorFromState( flashlightState, pShaderAPI );
if ( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && flashlightState.m_bEnableShadows )
{
pShader->BindTexture( SHADER_SAMPLER6, pFlashlightDepthTexture, 0 );
pShaderAPI->BindStandardTexture( SHADER_SAMPLER7, TEXTURE_SHADOW_NOISE_2D );
}
}
// Flashlight tax
#ifndef _X360
if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
{
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( eye_refract_ps20b );
SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows );
SET_DYNAMIC_PIXEL_SHADER( eye_refract_ps20b );
}
else // ps.2.0
{
DECLARE_DYNAMIC_PIXEL_SHADER( eye_refract_ps20 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
SET_DYNAMIC_PIXEL_SHADER( eye_refract_ps20 );
}
}
#ifndef _X360
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( eye_refract_ps30 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows );
SET_DYNAMIC_PIXEL_SHADER( eye_refract_ps30 );
}
#endif
pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
if ( bDrawFlashlightAdditivePass == true )
{
float atten[4], pos[4], tweaks[4];
atten[0] = flashlightState.m_fConstantAtten; // Set the flashlight attenuation factors
atten[1] = flashlightState.m_fLinearAtten;
atten[2] = flashlightState.m_fQuadraticAtten;
atten[3] = flashlightState.m_FarZ;
pShaderAPI->SetPixelShaderConstant( 7, atten, 1 );
pos[0] = flashlightState.m_vecLightOrigin[0]; // Set the flashlight origin
pos[1] = flashlightState.m_vecLightOrigin[1];
pos[2] = flashlightState.m_vecLightOrigin[2];
pShaderAPI->SetPixelShaderConstant( 8, pos, 1 );
//pShaderAPI->SetPixelShaderConstant( 9, worldToTexture.Base(), 4 );
//10
//11
//12
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, worldToTexture[0], 1 );
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, worldToTexture[1], 1 );
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_8, worldToTexture[2], 1 );
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_9, worldToTexture[3], 1 );
// Tweaks associated with a given flashlight
tweaks[0] = flashlightState.m_flShadowFilterSize / flashlightState.m_flShadowMapResolution;
tweaks[1] = ShadowAttenFromState( flashlightState );
pShader->HashShadow2DJitter( flashlightState.m_flShadowJitterSeed, &tweaks[2], &tweaks[3] );
pShaderAPI->SetPixelShaderConstant( 9, 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 );
vScreenScale[0] = (float) nWidth / 32.0f;
vScreenScale[1] = (float) nHeight / 32.0f;
pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_SCREEN_SCALE, vScreenScale, 1 );
}
else // Lighting constants when not drawing flashlight
{
pShaderAPI->CommitPixelShaderLighting( PSREG_LIGHT_INFO_ARRAY );
}
// Intro tax
if ( bIntro )
{
float curTime = params[info.m_nWarpParam]->GetFloatValue();
float timeVec[4] = { 0.0f, 0.0f, 0.0f, curTime };
if ( IS_PARAM_DEFINED( info.m_nEntityOrigin ) )
{
params[info.m_nEntityOrigin]->GetVecValue( timeVec, 3 );
}
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, timeVec, 1 );
}
}
pShader->Draw();
}
extern ConVar r_flashlight_version2;
void Draw_Eyes_Refract( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
IShaderShadow* pShaderShadow, Eye_Refract_Vars_t &info, VertexCompressionType_t vertexCompression )
{
bool bHasFlashlight = pShader->UsingFlashlight( params );
if( bHasFlashlight && ( IsX360() || r_flashlight_version2.GetInt() ) )
{
Draw_Eyes_Refract_Internal( pShader, params, pShaderAPI, pShaderShadow, false, info, vertexCompression );
if ( pShaderShadow )
{
pShader->SetInitialShadowState( );
}
}
Draw_Eyes_Refract_Internal( pShader, params, pShaderAPI, pShaderShadow, bHasFlashlight, info, vertexCompression );
}