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90 lines
2.7 KiB
90 lines
2.7 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Header: $
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// $NoKeywords: $
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//=============================================================================//
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#include "shaderlib/cshader.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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DEFINE_FALLBACK_SHADER( Shadow, Shadow_DX6 )
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BEGIN_SHADER_FLAGS( Shadow_DX6, "Help for Shadow_DX6", SHADER_NOT_EDITABLE )
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BEGIN_SHADER_PARAMS
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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// FIXME: Need fallback for dx5, don't fade out shadows, just pop them out
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/*
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The alpha blending state either must be:
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Src Color * Dst Color + Dst Color * 0
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(src color = C*A + 1-A)
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or
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// Can't be this, doesn't work with fog
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Src Color * Dst Color + Dst Color * (1-Src Alpha)
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(src color = C * A, Src Alpha = A)
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*/
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}
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SHADER_INIT
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{
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if (params[BASETEXTURE]->IsDefined())
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LoadTexture( BASETEXTURE );
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}
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SHADER_DRAW
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{
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SHADOW_STATE
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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// To accomplish shadow fading, subtract vertex alpha from texture alpha
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// color channel isn't used...
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pShaderShadow->EnableCustomPixelPipe( true );
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pShaderShadow->CustomTextureStages( 2 );
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
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SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_SELECTARG1,
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SHADER_TEXARG_TEXTURE, SHADER_TEXARG_VERTEXCOLOR );
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
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SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SUBTRACT,
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SHADER_TEXARG_TEXTURE, SHADER_TEXARG_VERTEXCOLOR );
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// Blend between white and the vertex color...
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
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SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_BLEND_PREVIOUSSTAGEALPHA,
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SHADER_TEXARG_CONSTANTCOLOR, SHADER_TEXARG_TEXTURE );
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
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SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1,
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SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_VERTEXCOLOR );
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EnableAlphaBlending( SHADER_BLEND_DST_COLOR, SHADER_BLEND_ZERO );
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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_COLOR |
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SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_TEXCOORD1 );
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// We need to fog to *white* regardless of overbrighting...
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FogToWhite();
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}
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DYNAMIC_STATE
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{
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
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BindTexture( SHADER_SAMPLER1, BASETEXTURE, FRAME );
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SetFixedFunctionTextureTransform( MATERIAL_TEXTURE0, BASETEXTURETRANSFORM );
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SetFixedFunctionTextureTransform( MATERIAL_TEXTURE1, BASETEXTURETRANSFORM );
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// The constant color is the shadow color...
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SetColorState( COLOR );
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}
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Draw( );
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}
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END_SHADER
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