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