Added many shader source files
This should include the latest version of every shader that was in the 2007 SDK. It also includes a smattering of debug shaders, both VR distortion shaders, and other assorted shaders that will hopefully be useful. None of these new files are included in the game shader DLL project. If you need to modify one of these shaders for use in your mod you will need to rename it so that you don't collide with the version of that shader that lives in stdshader_dx9.dll.
This commit is contained in:
97
mp/src/materialsystem/stdshaders/shadowmodel_dx8.cpp
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97
mp/src/materialsystem/stdshaders/shadowmodel_dx8.cpp
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//========= 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 "BaseVSShader.h"
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#include "shadowmodel.inc"
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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( ShadowModel, ShadowModel_DX8 )
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BEGIN_VS_SHADER_FLAGS( ShadowModel_DX8, "Help for ShadowModel", SHADER_NOT_EDITABLE )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( BASETEXTUREOFFSET, SHADER_PARAM_TYPE_VEC2, "[0 0]", "$baseTexture texcoord offset" )
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SHADER_PARAM( BASETEXTURESCALE, SHADER_PARAM_TYPE_VEC2, "[1 1]", "$baseTexture texcoord scale" )
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SHADER_PARAM( FALLOFFOFFSET, SHADER_PARAM_TYPE_FLOAT, "0", "Distance at which shadow starts to fade" )
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SHADER_PARAM( FALLOFFDISTANCE, SHADER_PARAM_TYPE_FLOAT, "100", "Max shadow distance" )
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SHADER_PARAM( FALLOFFAMOUNT, SHADER_PARAM_TYPE_FLOAT, "0.9", "Amount to brighten the shadow at max dist" )
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
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if (!params[BASETEXTURESCALE]->IsDefined())
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{
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Vector2D scale(1, 1);
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params[BASETEXTURESCALE]->SetVecValue( scale.Base(), 2 );
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}
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if (!params[FALLOFFDISTANCE]->IsDefined())
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params[FALLOFFDISTANCE]->SetFloatValue( 100.0f );
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if (!params[FALLOFFAMOUNT]->IsDefined())
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params[FALLOFFAMOUNT]->SetFloatValue( 0.9f );
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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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// Base texture on stage 0
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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// Multiplicative blending state...
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EnableAlphaBlending( SHADER_BLEND_DST_COLOR, SHADER_BLEND_ZERO );
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int fmt = VERTEX_POSITION | VERTEX_NORMAL;
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pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
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shadowmodel_Static_Index vshIndex;
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pShaderShadow->SetVertexShader( "ShadowModel", vshIndex.GetIndex() );
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pShaderShadow->SetPixelShader( "ShadowModel" );
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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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SetVertexShaderMatrix3x4( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
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SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, BASETEXTUREOFFSET );
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SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, BASETEXTURESCALE );
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Vector4D shadow;
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shadow[0] = params[FALLOFFOFFSET]->GetFloatValue();
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shadow[1] = params[FALLOFFDISTANCE]->GetFloatValue() + shadow[0];
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if (shadow[1] != 0.0f)
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shadow[1] = 1.0f / shadow[1];
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shadow[2] = params[FALLOFFAMOUNT]->GetFloatValue();
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_5, shadow.Base(), 1 );
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// The constant color is the shadow color...
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SetModulationVertexShaderDynamicState();
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shadowmodel_Dynamic_Index vshIndex;
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 );
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
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}
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Draw( );
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}
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END_SHADER
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