//========= Copyright Valve Corporation, All rights reserved. ============// /* Example how to plug this into an existing shader: In the VMT: // Emissive Scroll Pass "$emissiveBlendEnabled" "1" // Enables effect "$emissiveBlendTexture" "models/vortigaunt/vortigaunt_illum" "$emissiveBlendBaseTexture" "Models/Vortigaunt/vortigaunt_blue" "$emissiveBlendFlowTexture" "models/vortigaunt/vortigaunt_flow" "$emissiveBlendTint" "[10 10 10]" "$emissiveBlendStrength" "1.0" // Set by game code "$emissiveBlendScrollVector" "[0.11 0.124]" "Proxies" { "VortEmissive" // For setting $selfillumstrength { } } #include "emissive_scroll_blended_pass_helper.h" In BEGIN_SHADER_PARAMS: // 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" ) Add this above SHADER_INIT_PARAMS() // Emissive Scroll Pass void SetupVarsEmissiveScrollBlendedPass( EmissiveScrollBlendedPassVars_t &info ) { info.m_nBlendStrength = EMISSIVEBLENDSTRENGTH; info.m_nBaseTexture = EMISSIVEBLENDBASETEXTURE; info.m_nFlowTexture = -1; // Not used in DX8 info.m_nEmissiveTexture = EMISSIVEBLENDTEXTURE; info.m_nEmissiveTint = EMISSIVEBLENDTINT; info.m_nEmissiveScrollVector = EMISSIVEBLENDSCROLLVECTOR; } In SHADER_INIT_PARAMS() // 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 ); } In SHADER_INIT // Emissive Scroll Pass if ( params[EMISSIVEBLENDENABLED]->GetIntValue() ) { EmissiveScrollBlendedPassVars_t info; SetupVarsEmissiveScrollBlendedPass( info ); InitEmissiveScrollBlendedPass( this, params, info ); } At the very end of SHADER_DRAW // 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 ); } else // We're not snapshotting and we don't need to draw this frame { // Skip this pass! Draw( false ); } } ==================================================================================================== */ #include "BaseVSShader.h" #include "mathlib/vmatrix.h" #include "emissive_scroll_blended_pass_helper.h" #include "convar.h" // Auto generated inc files #include "emissive_scroll_blended_pass_dx8_vs11.inc" void InitParamsEmissiveScrollBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, EmissiveScrollBlendedPassVars_t &info ) { SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); if ( ( info.m_nEmissiveScrollVector >= 0 ) && ( !params[info.m_nEmissiveScrollVector]->IsDefined() ) ) { params[info.m_nEmissiveScrollVector]->SetVecValue( kDefaultEmissiveScrollVector, 4 ); } if ( ( info.m_nBlendStrength >= 0 ) && ( !params[info.m_nBlendStrength]->IsDefined() ) ) { params[info.m_nBlendStrength]->SetFloatValue( kDefaultEmissiveBlendStrength ); } if ( ( info.m_nEmissiveTint >= 0 ) && ( !params[info.m_nEmissiveTint]->IsDefined() ) ) { params[info.m_nEmissiveTint]->SetVecValue( kDefaultEmissiveTint, 4 ); } SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nTime, 0.0f ); } void InitEmissiveScrollBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, EmissiveScrollBlendedPassVars_t &info ) { // Load textures pShader->LoadTexture( info.m_nBaseTexture ); pShader->LoadTexture( info.m_nEmissiveTexture ); } void DrawEmissiveScrollBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, EmissiveScrollBlendedPassVars_t &info, VertexCompressionType_t vertexCompression ) { SHADOW_STATE { // Reset shadow state manually since we're drawing from two materials pShader->SetInitialShadowState(); // Set stream format pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION | VERTEX_NORMAL, 1, 0, 0 ); // Vertex Shader emissive_scroll_blended_pass_dx8_vs11_Static_Index vshIndex; pShaderShadow->SetVertexShader( "emissive_scroll_blended_pass_dx8_vs11", vshIndex.GetIndex() ); // Pixel Shader pShaderShadow->SetPixelShader( "emissive_scroll_blended_pass_dx8_ps11", 0 ); // Textures pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // Blending pShader->EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); pShaderShadow->EnableAlphaWrites( false ); } DYNAMIC_STATE { // Reset render state manually since we're drawing from two materials pShaderAPI->SetDefaultState(); // Set Vertex Shader Combos emissive_scroll_blended_pass_dx8_vs11_Dynamic_Index vshIndex; vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); // Set Vertex Shader Constants pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM ); float vEmissiveScrollVector[4] = { kDefaultEmissiveScrollVector[0], kDefaultEmissiveScrollVector[1], 0.0f, 0.0f }; if ( IS_PARAM_DEFINED( info.m_nEmissiveScrollVector ) ) { const float *flPtr = params[info.m_nEmissiveScrollVector]->GetVecValue(); if ( flPtr != NULL ) { vEmissiveScrollVector[0] = flPtr[0]; vEmissiveScrollVector[1] = flPtr[1]; } } float curTime = IS_PARAM_DEFINED( info.m_nTime ) && params[info.m_nTime]->GetFloatValue() > 0.0f ? params[info.m_nTime]->GetFloatValue() : pShaderAPI->CurrentTime(); float selfIllumScroll[4] = { vEmissiveScrollVector[0] * curTime, vEmissiveScrollVector[1] * curTime, 0.0f, 0.0f }; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, selfIllumScroll, 1 ); // Set Pixel Shader Combos /* None */ // Bind textures pShader->BindTexture( SHADER_SAMPLER0, info.m_nBaseTexture ); pShader->BindTexture( SHADER_SAMPLER1, info.m_nEmissiveTexture ); // Set Pixel Shader Constants (Copied from vortwarp code) pShader->SetModulationPixelShaderDynamicState( 3 ); pShader->EnablePixelShaderOverbright( 0, true, true ); pShaderAPI->SetPixelShaderConstant( 1, IS_PARAM_DEFINED( info.m_nEmissiveTint ) ? params[info.m_nEmissiveTint]->GetVecValue() : kDefaultEmissiveTint, 1 ); float c4[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; // NOTE: w is written to dest alpha c4[0] = IS_PARAM_DEFINED( info.m_nBlendStrength ) ? params[info.m_nBlendStrength]->GetFloatValue() : kDefaultEmissiveBlendStrength; c4[1] = c4[0]; c4[2] = c4[0]; pShaderAPI->SetPixelShaderConstant( 4, c4, 1 ); float c5[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; pShaderAPI->SetPixelShaderConstant( 5, c5, 1 ); } pShader->Draw(); }