//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $Header: $ // $NoKeywords: $ //=============================================================================// #include "BaseVSShader.h" #include "shadowmodel.inc" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" DEFINE_FALLBACK_SHADER( ShadowModel, ShadowModel_DX8 ) BEGIN_VS_SHADER_FLAGS( ShadowModel_DX8, "Help for ShadowModel", SHADER_NOT_EDITABLE ) BEGIN_SHADER_PARAMS SHADER_PARAM( BASETEXTUREOFFSET, SHADER_PARAM_TYPE_VEC2, "[0 0]", "$baseTexture texcoord offset" ) SHADER_PARAM( BASETEXTURESCALE, SHADER_PARAM_TYPE_VEC2, "[1 1]", "$baseTexture texcoord scale" ) SHADER_PARAM( FALLOFFOFFSET, SHADER_PARAM_TYPE_FLOAT, "0", "Distance at which shadow starts to fade" ) SHADER_PARAM( FALLOFFDISTANCE, SHADER_PARAM_TYPE_FLOAT, "100", "Max shadow distance" ) SHADER_PARAM( FALLOFFAMOUNT, SHADER_PARAM_TYPE_FLOAT, "0.9", "Amount to brighten the shadow at max dist" ) END_SHADER_PARAMS SHADER_INIT_PARAMS() { SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); if (!params[BASETEXTURESCALE]->IsDefined()) { Vector2D scale(1, 1); params[BASETEXTURESCALE]->SetVecValue( scale.Base(), 2 ); } if (!params[FALLOFFDISTANCE]->IsDefined()) params[FALLOFFDISTANCE]->SetFloatValue( 100.0f ); if (!params[FALLOFFAMOUNT]->IsDefined()) params[FALLOFFAMOUNT]->SetFloatValue( 0.9f ); } SHADER_INIT { if (params[BASETEXTURE]->IsDefined()) LoadTexture( BASETEXTURE ); } SHADER_DRAW { SHADOW_STATE { // Base texture on stage 0 pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Multiplicative blending state... EnableAlphaBlending( SHADER_BLEND_DST_COLOR, SHADER_BLEND_ZERO ); int fmt = VERTEX_POSITION | VERTEX_NORMAL; pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 ); shadowmodel_Static_Index vshIndex; pShaderShadow->SetVertexShader( "ShadowModel", vshIndex.GetIndex() ); pShaderShadow->SetPixelShader( "ShadowModel" ); // We need to fog to *white* regardless of overbrighting... FogToWhite(); } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); SetVertexShaderMatrix3x4( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM ); SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, BASETEXTUREOFFSET ); SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, BASETEXTURESCALE ); Vector4D shadow; shadow[0] = params[FALLOFFOFFSET]->GetFloatValue(); shadow[1] = params[FALLOFFDISTANCE]->GetFloatValue() + shadow[0]; if (shadow[1] != 0.0f) shadow[1] = 1.0f / shadow[1]; shadow[2] = params[FALLOFFAMOUNT]->GetFloatValue(); pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_5, shadow.Base(), 1 ); // The constant color is the shadow color... SetModulationVertexShaderDynamicState(); shadowmodel_Dynamic_Index vshIndex; vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); } Draw( ); } END_SHADER