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:
Joe Ludwig
2013-12-23 14:58:45 -08:00
parent 9c37fcc3a8
commit 7309a5f13f
710 changed files with 74048 additions and 0 deletions

View File

@@ -0,0 +1,520 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//=====================================================================================//
#include "BaseVSShader.h"
#include "vertexlitgeneric_dx9_helper.h"
#include "emissive_scroll_blended_pass_helper.h"
#include "cloak_blended_pass_helper.h"
#include "flesh_interior_blended_pass_helper.h"
#include "weapon_sheen_pass_helper.h"
BEGIN_VS_SHADER( VertexLitGeneric, "Help for VertexLitGeneric" )
BEGIN_SHADER_PARAMS
SHADER_PARAM( ALBEDO, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "albedo (Base texture with no baked lighting)" )
SHADER_PARAM( COMPRESS, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "compression wrinklemap" )
SHADER_PARAM( STRETCH, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "expansion wrinklemap" )
SHADER_PARAM( SELFILLUMTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" )
SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "detail texture" )
SHADER_PARAM( DETAILFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $detail" )
SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "4", "scale of the detail texture" )
SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" )
SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "envmap frame number" )
SHADER_PARAM( ENVMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_envmask", "envmap mask" )
SHADER_PARAM( ENVMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" )
SHADER_PARAM( ENVMAPMASKTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$envmapmask texcoord transform" )
SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" )
SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "bump map" )
SHADER_PARAM( BUMPCOMPRESS, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader3_normal", "compression bump map" )
SHADER_PARAM( BUMPSTRETCH, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "expansion bump map" )
SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" )
SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" )
SHADER_PARAM( ENVMAPCONTRAST, SHADER_PARAM_TYPE_FLOAT, "0.0", "contrast 0 == normal 1 == color*color" )
SHADER_PARAM( ENVMAPSATURATION, SHADER_PARAM_TYPE_FLOAT, "1.0", "saturation 0 == greyscale 1 == normal" )
SHADER_PARAM( SELFILLUM_ENVMAPMASK_ALPHA, SHADER_PARAM_TYPE_FLOAT,"0.0","defines that self illum value comes from env map mask alpha" )
SHADER_PARAM( SELFILLUMFRESNEL, SHADER_PARAM_TYPE_BOOL, "0", "Self illum fresnel" )
SHADER_PARAM( SELFILLUMFRESNELMINMAXEXP, SHADER_PARAM_TYPE_VEC4, "0", "Self illum fresnel min, max, exp" )
SHADER_PARAM( ALPHATESTREFERENCE, SHADER_PARAM_TYPE_FLOAT, "0.0", "" )
SHADER_PARAM( FLASHLIGHTNOLAMBERT, SHADER_PARAM_TYPE_BOOL, "0", "Flashlight pass sets N.L=1.0" )
// Debugging term for visualizing ambient data on its own
SHADER_PARAM( AMBIENTONLY, SHADER_PARAM_TYPE_INTEGER, "0", "Control drawing of non-ambient light ()" )
SHADER_PARAM( PHONGEXPONENT, SHADER_PARAM_TYPE_FLOAT, "5.0", "Phong exponent for local specular lights" )
SHADER_PARAM( PHONGTINT, SHADER_PARAM_TYPE_VEC3, "5.0", "Phong tint for local specular lights" )
SHADER_PARAM( PHONGALBEDOTINT, SHADER_PARAM_TYPE_BOOL, "1.0", "Apply tint by albedo (controlled by spec exponent texture" )
SHADER_PARAM( LIGHTWARPTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "1D ramp texture for tinting scalar diffuse term" )
SHADER_PARAM( PHONGWARPTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "warp the specular term" )
SHADER_PARAM( PHONGFRESNELRANGES, SHADER_PARAM_TYPE_VEC3, "[0 0.5 1]", "Parameters for remapping fresnel output" )
SHADER_PARAM( PHONGBOOST, SHADER_PARAM_TYPE_FLOAT, "1.0", "Phong overbrightening factor (specular mask channel should be authored to account for this)" )
SHADER_PARAM( PHONGEXPONENTTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Phong Exponent map" )
SHADER_PARAM( PHONG, SHADER_PARAM_TYPE_BOOL, "0", "enables phong lighting" )
SHADER_PARAM( BASEMAPALPHAPHONGMASK, SHADER_PARAM_TYPE_INTEGER, "0", "indicates that there is no normal map and that the phong mask is in base alpha" )
SHADER_PARAM( INVERTPHONGMASK, SHADER_PARAM_TYPE_INTEGER, "0", "invert the phong mask (0=full phong, 1=no phong)" )
SHADER_PARAM( ENVMAPFRESNEL, SHADER_PARAM_TYPE_FLOAT, "0", "Degree to which Fresnel should be applied to env map" )
SHADER_PARAM( SELFILLUMMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "If we bind a texture here, it overrides base alpha (if any) for self illum" )
// detail (multi-) texturing
SHADER_PARAM( DETAILBLENDMODE, SHADER_PARAM_TYPE_INTEGER, "0", "mode for combining detail texture with base. 0=normal, 1= additive, 2=alpha blend detail over base, 3=crossfade" )
SHADER_PARAM( DETAILBLENDFACTOR, SHADER_PARAM_TYPE_FLOAT, "1", "blend amount for detail texture." )
SHADER_PARAM( DETAILTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "detail texture tint" )
SHADER_PARAM( DETAILTEXTURETRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$detail texcoord transform" )
// Rim lighting terms
SHADER_PARAM( RIMLIGHT, SHADER_PARAM_TYPE_BOOL, "0", "enables rim lighting" )
SHADER_PARAM( RIMLIGHTEXPONENT, SHADER_PARAM_TYPE_FLOAT, "4.0", "Exponent for rim lights" )
SHADER_PARAM( RIMLIGHTBOOST, SHADER_PARAM_TYPE_FLOAT, "1.0", "Boost for rim lights" )
SHADER_PARAM( RIMMASK, SHADER_PARAM_TYPE_BOOL, "0", "Indicates whether or not to use alpha channel of exponent texture to mask the rim term" )
// Seamless mapping scale
SHADER_PARAM( SEAMLESS_BASE, SHADER_PARAM_TYPE_BOOL, "0", "whether to apply seamless mapping to the base texture. requires a smooth model." )
SHADER_PARAM( SEAMLESS_DETAIL, SHADER_PARAM_TYPE_BOOL, "0", "where to apply seamless mapping to the detail texture." )
SHADER_PARAM( SEAMLESS_SCALE, SHADER_PARAM_TYPE_FLOAT, "1.0", "the scale for the seamless mapping. # of repetions of texture per inch." )
// Emissive Scroll Pass
SHADER_PARAM( EMISSIVEBLENDENABLED, SHADER_PARAM_TYPE_BOOL, "0", "Enable emissive blend pass" )
SHADER_PARAM( EMISSIVEBLENDBASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "self-illumination map" )
SHADER_PARAM( EMISSIVEBLENDSCROLLVECTOR, SHADER_PARAM_TYPE_VEC2, "[0.11 0.124]", "Emissive scroll vec" )
SHADER_PARAM( EMISSIVEBLENDSTRENGTH, SHADER_PARAM_TYPE_FLOAT, "1.0", "Emissive blend strength" )
SHADER_PARAM( EMISSIVEBLENDTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "self-illumination map" )
SHADER_PARAM( EMISSIVEBLENDTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" )
SHADER_PARAM( EMISSIVEBLENDFLOWTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "flow map" )
SHADER_PARAM( TIME, SHADER_PARAM_TYPE_FLOAT, "0.0", "Needs CurrentTime Proxy" )
// Cloak Pass
SHADER_PARAM( CLOAKPASSENABLED, SHADER_PARAM_TYPE_BOOL, "0", "Enables cloak render in a second pass" )
SHADER_PARAM( CLOAKFACTOR, SHADER_PARAM_TYPE_FLOAT, "0.0", "" )
SHADER_PARAM( CLOAKCOLORTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Cloak color tint" )
SHADER_PARAM( REFRACTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "2", "" )
// Weapon Sheen Pass
SHADER_PARAM( SHEENPASSENABLED, SHADER_PARAM_TYPE_BOOL, "0", "Enables weapon sheen render in a second pass" )
SHADER_PARAM( SHEENMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "sheenmap" )
SHADER_PARAM( SHEENMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_envmask", "sheenmap mask" )
SHADER_PARAM( SHEENMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" )
SHADER_PARAM( SHEENMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "sheenmap tint" )
SHADER_PARAM( SHEENMAPMASKSCALEX, SHADER_PARAM_TYPE_FLOAT, "1", "X Scale the size of the map mask to the size of the target" )
SHADER_PARAM( SHEENMAPMASKSCALEY, SHADER_PARAM_TYPE_FLOAT, "1", "Y Scale the size of the map mask to the size of the target" )
SHADER_PARAM( SHEENMAPMASKOFFSETX, SHADER_PARAM_TYPE_FLOAT, "0", "X Offset of the mask relative to model space coords of target" )
SHADER_PARAM( SHEENMAPMASKOFFSETY, SHADER_PARAM_TYPE_FLOAT, "0", "Y Offset of the mask relative to model space coords of target" )
SHADER_PARAM( SHEENMAPMASKDIRECTION, SHADER_PARAM_TYPE_INTEGER, "0", "The direction the sheen should move (length direction of weapon) XYZ, 0,1,2" )
SHADER_PARAM( SHEENINDEX, SHADER_PARAM_TYPE_INTEGER, "0", "Index of the Effect Type (Color Additive, Override etc...)" )
// Flesh Interior Pass
SHADER_PARAM( FLESHINTERIORENABLED, SHADER_PARAM_TYPE_BOOL, "0", "Enable Flesh interior blend pass" )
SHADER_PARAM( FLESHINTERIORTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Flesh color texture" )
SHADER_PARAM( FLESHINTERIORNOISETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Flesh noise texture" )
SHADER_PARAM( FLESHBORDERTEXTURE1D, SHADER_PARAM_TYPE_TEXTURE, "", "Flesh border 1D texture" )
SHADER_PARAM( FLESHNORMALTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Flesh normal texture" )
SHADER_PARAM( FLESHSUBSURFACETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Flesh subsurface texture" )
SHADER_PARAM( FLESHCUBETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Flesh cubemap texture" )
SHADER_PARAM( FLESHBORDERNOISESCALE, SHADER_PARAM_TYPE_FLOAT, "1.5", "Flesh Noise UV scalar for border" )
SHADER_PARAM( FLESHDEBUGFORCEFLESHON, SHADER_PARAM_TYPE_BOOL, "0", "Flesh Debug full flesh" )
SHADER_PARAM( FLESHEFFECTCENTERRADIUS1, SHADER_PARAM_TYPE_VEC4, "[0 0 0 0.001]", "Flesh effect center and radius" )
SHADER_PARAM( FLESHEFFECTCENTERRADIUS2, SHADER_PARAM_TYPE_VEC4, "[0 0 0 0.001]", "Flesh effect center and radius" )
SHADER_PARAM( FLESHEFFECTCENTERRADIUS3, SHADER_PARAM_TYPE_VEC4, "[0 0 0 0.001]", "Flesh effect center and radius" )
SHADER_PARAM( FLESHEFFECTCENTERRADIUS4, SHADER_PARAM_TYPE_VEC4, "[0 0 0 0.001]", "Flesh effect center and radius" )
SHADER_PARAM( FLESHSUBSURFACETINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Subsurface Color" )
SHADER_PARAM( FLESHBORDERWIDTH, SHADER_PARAM_TYPE_FLOAT, "0.3", "Flesh border" )
SHADER_PARAM( FLESHBORDERSOFTNESS, SHADER_PARAM_TYPE_FLOAT, "0.42", "Flesh border softness (> 0.0 && <= 0.5)" )
SHADER_PARAM( FLESHBORDERTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Flesh border Color" )
SHADER_PARAM( FLESHGLOBALOPACITY, SHADER_PARAM_TYPE_FLOAT, "1.0", "Flesh global opacity" )
SHADER_PARAM( FLESHGLOSSBRIGHTNESS, SHADER_PARAM_TYPE_FLOAT, "0.66", "Flesh gloss brightness" )
SHADER_PARAM( FLESHSCROLLSPEED, SHADER_PARAM_TYPE_FLOAT, "1.0", "Flesh scroll speed" )
SHADER_PARAM( SEPARATEDETAILUVS, SHADER_PARAM_TYPE_BOOL, "0", "Use texcoord1 for detail texture" )
SHADER_PARAM( LINEARWRITE, SHADER_PARAM_TYPE_INTEGER, "0", "Disables SRGB conversion of shader results." )
SHADER_PARAM( DEPTHBLEND, SHADER_PARAM_TYPE_INTEGER, "0", "fade at intersection boundaries. Only supported without bumpmaps" )
SHADER_PARAM( DEPTHBLENDSCALE, SHADER_PARAM_TYPE_FLOAT, "50.0", "Amplify or reduce DEPTHBLEND fading. Lower values make harder edges." )
SHADER_PARAM( BLENDTINTBYBASEALPHA, SHADER_PARAM_TYPE_BOOL, "0", "Use the base alpha to blend in the $color modulation")
SHADER_PARAM( BLENDTINTCOLOROVERBASE, SHADER_PARAM_TYPE_FLOAT, "0", "blend between tint acting as a multiplication versus a replace" )
END_SHADER_PARAMS
void SetupVars( VertexLitGeneric_DX9_Vars_t& info )
{
info.m_nBaseTexture = BASETEXTURE;
info.m_nWrinkle = COMPRESS;
info.m_nStretch = STRETCH;
info.m_nBaseTextureFrame = FRAME;
info.m_nBaseTextureTransform = BASETEXTURETRANSFORM;
info.m_nAlbedo = ALBEDO;
info.m_nSelfIllumTint = SELFILLUMTINT;
info.m_nDetail = DETAIL;
info.m_nDetailFrame = DETAILFRAME;
info.m_nDetailScale = DETAILSCALE;
info.m_nEnvmap = ENVMAP;
info.m_nEnvmapFrame = ENVMAPFRAME;
info.m_nEnvmapMask = ENVMAPMASK;
info.m_nEnvmapMaskFrame = ENVMAPMASKFRAME;
info.m_nEnvmapMaskTransform = ENVMAPMASKTRANSFORM;
info.m_nEnvmapTint = ENVMAPTINT;
info.m_nBumpmap = BUMPMAP;
info.m_nNormalWrinkle = BUMPCOMPRESS;
info.m_nNormalStretch = BUMPSTRETCH;
info.m_nBumpFrame = BUMPFRAME;
info.m_nBumpTransform = BUMPTRANSFORM;
info.m_nEnvmapContrast = ENVMAPCONTRAST;
info.m_nEnvmapSaturation = ENVMAPSATURATION;
info.m_nAlphaTestReference = ALPHATESTREFERENCE;
info.m_nFlashlightNoLambert = FLASHLIGHTNOLAMBERT;
info.m_nFlashlightTexture = FLASHLIGHTTEXTURE;
info.m_nFlashlightTextureFrame = FLASHLIGHTTEXTUREFRAME;
info.m_nSelfIllumEnvMapMask_Alpha = SELFILLUM_ENVMAPMASK_ALPHA;
info.m_nSelfIllumFresnel = SELFILLUMFRESNEL;
info.m_nSelfIllumFresnelMinMaxExp = SELFILLUMFRESNELMINMAXEXP;
info.m_nAmbientOnly = AMBIENTONLY;
info.m_nPhongExponent = PHONGEXPONENT;
info.m_nPhongExponentTexture = PHONGEXPONENTTEXTURE;
info.m_nPhongTint = PHONGTINT;
info.m_nPhongAlbedoTint = PHONGALBEDOTINT;
info.m_nDiffuseWarpTexture = LIGHTWARPTEXTURE;
info.m_nPhongWarpTexture = PHONGWARPTEXTURE;
info.m_nPhongBoost = PHONGBOOST;
info.m_nPhongFresnelRanges = PHONGFRESNELRANGES;
info.m_nPhong = PHONG;
info.m_nBaseMapAlphaPhongMask = BASEMAPALPHAPHONGMASK;
info.m_nEnvmapFresnel = ENVMAPFRESNEL;
info.m_nDetailTextureCombineMode = DETAILBLENDMODE;
info.m_nDetailTextureBlendFactor = DETAILBLENDFACTOR;
info.m_nDetailTextureTransform = DETAILTEXTURETRANSFORM;
// Rim lighting parameters
info.m_nRimLight = RIMLIGHT;
info.m_nRimLightPower = RIMLIGHTEXPONENT;
info.m_nRimLightBoost = RIMLIGHTBOOST;
info.m_nRimMask = RIMMASK;
// seamless
info.m_nSeamlessScale = SEAMLESS_SCALE;
info.m_nSeamlessDetail = SEAMLESS_DETAIL;
info.m_nSeamlessBase = SEAMLESS_BASE;
info.m_nSeparateDetailUVs = SEPARATEDETAILUVS;
info.m_nLinearWrite = LINEARWRITE;
info.m_nDetailTint = DETAILTINT;
info.m_nInvertPhongMask = INVERTPHONGMASK;
info.m_nDepthBlend = DEPTHBLEND;
info.m_nDepthBlendScale = DEPTHBLENDSCALE;
info.m_nSelfIllumMask = SELFILLUMMASK;
info.m_nBlendTintByBaseAlpha = BLENDTINTBYBASEALPHA;
info.m_nTintReplacesBaseColor = BLENDTINTCOLOROVERBASE;
}
// Cloak Pass
void SetupVarsCloakBlendedPass( CloakBlendedPassVars_t &info )
{
info.m_nCloakFactor = CLOAKFACTOR;
info.m_nCloakColorTint = CLOAKCOLORTINT;
info.m_nRefractAmount = REFRACTAMOUNT;
// Delete these lines if not bump mapping!
info.m_nBumpmap = BUMPMAP;
info.m_nBumpFrame = BUMPFRAME;
info.m_nBumpTransform = BUMPTRANSFORM;
}
// Weapon Sheen Pass
void SetupVarsWeaponSheenPass( WeaponSheenPassVars_t &info )
{
info.m_nSheenMap = SHEENMAP;
info.m_nSheenMapMask = SHEENMAPMASK;
info.m_nSheenMapMaskFrame = SHEENMAPMASKFRAME;
info.m_nSheenMapTint = SHEENMAPTINT;
info.m_nSheenMapMaskScaleX = SHEENMAPMASKSCALEX;
info.m_nSheenMapMaskScaleY = SHEENMAPMASKSCALEY;
info.m_nSheenMapMaskOffsetX = SHEENMAPMASKOFFSETX;
info.m_nSheenMapMaskOffsetY = SHEENMAPMASKOFFSETY;
info.m_nSheenMapMaskDirection = SHEENMAPMASKDIRECTION;
info.m_nSheenIndex = SHEENINDEX;
info.m_nBumpmap = BUMPMAP;
info.m_nBumpFrame = BUMPFRAME;
info.m_nBumpTransform = BUMPTRANSFORM;
}
bool NeedsPowerOfTwoFrameBufferTexture( IMaterialVar **params, bool bCheckSpecificToThisFrame ) const
{
if ( params[CLOAKPASSENABLED]->GetIntValue() ) // If material supports cloaking
{
if ( bCheckSpecificToThisFrame == false ) // For setting model flag at load time
return true;
else if ( ( params[CLOAKFACTOR]->GetFloatValue() > 0.0f ) && ( params[CLOAKFACTOR]->GetFloatValue() < 1.0f ) ) // Per-frame check
return true;
// else, not cloaking this frame, so check flag2 in case the base material still needs it
}
if ( params[SHEENPASSENABLED]->GetIntValue() ) // If material supports weapon sheen
return true;
// Check flag2 if not drawing cloak pass
return IS_FLAG2_SET( MATERIAL_VAR2_NEEDS_POWER_OF_TWO_FRAME_BUFFER_TEXTURE );
}
bool IsTranslucent( IMaterialVar **params ) const
{
if ( params[CLOAKPASSENABLED]->GetIntValue() ) // If material supports cloaking
{
if ( ( params[CLOAKFACTOR]->GetFloatValue() > 0.0f ) && ( params[CLOAKFACTOR]->GetFloatValue() < 1.0f ) ) // Per-frame check
return true;
// else, not cloaking this frame, so check flag in case the base material still needs it
}
// Check flag if not drawing cloak pass
return IS_FLAG_SET( MATERIAL_VAR_TRANSLUCENT );
}
// Emissive Scroll Pass
void SetupVarsEmissiveScrollBlendedPass( EmissiveScrollBlendedPassVars_t &info )
{
info.m_nBlendStrength = EMISSIVEBLENDSTRENGTH;
info.m_nBaseTexture = EMISSIVEBLENDBASETEXTURE;
info.m_nFlowTexture = EMISSIVEBLENDFLOWTEXTURE;
info.m_nEmissiveTexture = EMISSIVEBLENDTEXTURE;
info.m_nEmissiveTint = EMISSIVEBLENDTINT;
info.m_nEmissiveScrollVector = EMISSIVEBLENDSCROLLVECTOR;
info.m_nTime = TIME;
}
// Flesh Interior Pass
void SetupVarsFleshInteriorBlendedPass( FleshInteriorBlendedPassVars_t &info )
{
info.m_nFleshTexture = FLESHINTERIORTEXTURE;
info.m_nFleshNoiseTexture = FLESHINTERIORNOISETEXTURE;
info.m_nFleshBorderTexture1D = FLESHBORDERTEXTURE1D;
info.m_nFleshNormalTexture = FLESHNORMALTEXTURE;
info.m_nFleshSubsurfaceTexture = FLESHSUBSURFACETEXTURE;
info.m_nFleshCubeTexture = FLESHCUBETEXTURE;
info.m_nflBorderNoiseScale = FLESHBORDERNOISESCALE;
info.m_nflDebugForceFleshOn = FLESHDEBUGFORCEFLESHON;
info.m_nvEffectCenterRadius1 = FLESHEFFECTCENTERRADIUS1;
info.m_nvEffectCenterRadius2 = FLESHEFFECTCENTERRADIUS2;
info.m_nvEffectCenterRadius3 = FLESHEFFECTCENTERRADIUS3;
info.m_nvEffectCenterRadius4 = FLESHEFFECTCENTERRADIUS4;
info.m_ncSubsurfaceTint = FLESHSUBSURFACETINT;
info.m_nflBorderWidth = FLESHBORDERWIDTH;
info.m_nflBorderSoftness = FLESHBORDERSOFTNESS;
info.m_ncBorderTint = FLESHBORDERTINT;
info.m_nflGlobalOpacity = FLESHGLOBALOPACITY;
info.m_nflGlossBrightness = FLESHGLOSSBRIGHTNESS;
info.m_nflScrollSpeed = FLESHSCROLLSPEED;
info.m_nTime = TIME;
}
SHADER_INIT_PARAMS()
{
VertexLitGeneric_DX9_Vars_t vars;
SetupVars( vars );
InitParamsVertexLitGeneric_DX9( this, params, pMaterialName, true, vars );
// Cloak Pass
if ( !params[CLOAKPASSENABLED]->IsDefined() )
{
params[CLOAKPASSENABLED]->SetIntValue( 0 );
}
else if ( params[CLOAKPASSENABLED]->GetIntValue() )
{
CloakBlendedPassVars_t info;
SetupVarsCloakBlendedPass( info );
InitParamsCloakBlendedPass( this, params, pMaterialName, info );
}
// Sheen Pass
if ( !params[SHEENPASSENABLED]->IsDefined() )
{
params[SHEENPASSENABLED]->SetIntValue( 0 );
}
else if ( params[SHEENPASSENABLED]->GetIntValue() )
{
WeaponSheenPassVars_t info;
SetupVarsWeaponSheenPass( info );
InitParamsWeaponSheenPass( this, params, pMaterialName, info );
}
// Emissive Scroll Pass
if ( !params[EMISSIVEBLENDENABLED]->IsDefined() )
{
params[EMISSIVEBLENDENABLED]->SetIntValue( 0 );
}
else if ( params[EMISSIVEBLENDENABLED]->GetIntValue() )
{
EmissiveScrollBlendedPassVars_t info;
SetupVarsEmissiveScrollBlendedPass( info );
InitParamsEmissiveScrollBlendedPass( this, params, pMaterialName, info );
}
// Flesh Interior Pass
if ( !params[FLESHINTERIORENABLED]->IsDefined() )
{
params[FLESHINTERIORENABLED]->SetIntValue( 0 );
}
else if ( params[FLESHINTERIORENABLED]->GetIntValue() )
{
FleshInteriorBlendedPassVars_t info;
SetupVarsFleshInteriorBlendedPass( info );
InitParamsFleshInteriorBlendedPass( this, params, pMaterialName, info );
}
}
SHADER_FALLBACK
{
if (g_pHardwareConfig->GetDXSupportLevel() < 70)
return "VertexLitGeneric_DX6";
if (g_pHardwareConfig->GetDXSupportLevel() < 80)
return "VertexLitGeneric_DX7";
if (g_pHardwareConfig->GetDXSupportLevel() < 90)
return "VertexLitGeneric_DX8";
return 0;
}
SHADER_INIT
{
VertexLitGeneric_DX9_Vars_t vars;
SetupVars( vars );
InitVertexLitGeneric_DX9( this, params, true, vars );
// Cloak Pass
if ( params[CLOAKPASSENABLED]->GetIntValue() )
{
CloakBlendedPassVars_t info;
SetupVarsCloakBlendedPass( info );
InitCloakBlendedPass( this, params, info );
}
// TODO : Only do this if we're in range of the camera
// Weapon Sheen
if ( params[SHEENPASSENABLED]->GetIntValue() )
{
WeaponSheenPassVars_t info;
SetupVarsWeaponSheenPass( info );
InitWeaponSheenPass( this, params, info );
}
// Emissive Scroll Pass
if ( params[EMISSIVEBLENDENABLED]->GetIntValue() )
{
EmissiveScrollBlendedPassVars_t info;
SetupVarsEmissiveScrollBlendedPass( info );
InitEmissiveScrollBlendedPass( this, params, info );
}
// Flesh Interior Pass
if ( params[FLESHINTERIORENABLED]->GetIntValue() )
{
FleshInteriorBlendedPassVars_t info;
SetupVarsFleshInteriorBlendedPass( info );
InitFleshInteriorBlendedPass( this, params, info );
}
}
SHADER_DRAW
{
// Skip the standard rendering if cloak pass is fully opaque
bool bDrawStandardPass = true;
if ( params[CLOAKPASSENABLED]->GetIntValue() && ( pShaderShadow == NULL ) ) // && not snapshotting
{
CloakBlendedPassVars_t info;
SetupVarsCloakBlendedPass( info );
if ( CloakBlendedPassIsFullyOpaque( params, info ) )
{
bDrawStandardPass = false;
}
}
// Standard rendering pass
if ( bDrawStandardPass )
{
VertexLitGeneric_DX9_Vars_t vars;
SetupVars( vars );
DrawVertexLitGeneric_DX9( this, params, pShaderAPI, pShaderShadow, true, vars, vertexCompression, pContextDataPtr );
}
else
{
// Skip this pass!
Draw( false );
}
// Weapon sheen pass
// only if doing standard as well (don't do it if cloaked)
if ( params[SHEENPASSENABLED]->GetIntValue() )
{
WeaponSheenPassVars_t info;
SetupVarsWeaponSheenPass( info );
if ( ( pShaderShadow != NULL ) || ( bDrawStandardPass && ShouldDrawMaterialSheen( params, info ) ) )
{
DrawWeaponSheenPass( this, params, pShaderAPI, pShaderShadow, info, vertexCompression );
}
else
{
// Skip this pass!
Draw( false );
}
}
// Cloak Pass
if ( params[CLOAKPASSENABLED]->GetIntValue() )
{
// If ( snapshotting ) or ( we need to draw this frame )
if ( ( pShaderShadow != NULL ) || ( ( params[CLOAKFACTOR]->GetFloatValue() > 0.0f ) && ( params[CLOAKFACTOR]->GetFloatValue() < 1.0f ) ) )
{
CloakBlendedPassVars_t info;
SetupVarsCloakBlendedPass( info );
DrawCloakBlendedPass( this, params, pShaderAPI, pShaderShadow, info, vertexCompression );
}
else // We're not snapshotting and we don't need to draw this frame
{
// Skip this pass!
Draw( false );
}
}
// Emissive Scroll Pass
if ( params[EMISSIVEBLENDENABLED]->GetIntValue() )
{
// If ( snapshotting ) or ( we need to draw this frame )
if ( ( pShaderShadow != NULL ) || ( params[EMISSIVEBLENDSTRENGTH]->GetFloatValue() > 0.0f ) )
{
EmissiveScrollBlendedPassVars_t info;
SetupVarsEmissiveScrollBlendedPass( info );
DrawEmissiveScrollBlendedPass( this, params, pShaderAPI, pShaderShadow, info, vertexCompression );
}
else // We're not snapshotting and we don't need to draw this frame
{
// Skip this pass!
Draw( false );
}
}
// Flesh Interior Pass
if ( params[FLESHINTERIORENABLED]->GetIntValue() )
{
// If ( snapshotting ) or ( we need to draw this frame )
if ( ( pShaderShadow != NULL ) || ( true ) )
{
FleshInteriorBlendedPassVars_t info;
SetupVarsFleshInteriorBlendedPass( info );
DrawFleshInteriorBlendedPass( this, params, pShaderAPI, pShaderShadow, info, vertexCompression );
}
else // We're not snapshotting and we don't need to draw this frame
{
// Skip this pass!
Draw( false );
}
}
}
END_SHADER