//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Lightmap only shader // // $Header: $ // $NoKeywords: $ //=============================================================================// #include "BaseVSShader.h" #include "ShatteredGlass_ps20.inc" #include "ShatteredGlass_ps20b.inc" #include "ShatteredGlass_vs20.inc" BEGIN_VS_SHADER( ShatteredGlass, "Help for ShatteredGlass" ) BEGIN_SHADER_PARAMS SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "Glass/glasswindowbreak070b", "unused", SHADER_PARAM_NOT_EDITABLE ) SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "Glass/glasswindowbreak070b", "detail" ) SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "1.0", "detail scale" ) SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" ) SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" ) SHADER_PARAM( ENVMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "glass/glasswindowbreak070b_mask", "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( 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( FRESNELREFLECTION, SHADER_PARAM_TYPE_FLOAT, "1.0", "1.0 == mirror, 0.0 == water" ) SHADER_PARAM( UNLITFACTOR, SHADER_PARAM_TYPE_FLOAT, "0.7", "0.0 == multiply by lightmap, 1.0 == multiply by 1" ) END_SHADER_PARAMS SHADER_INIT_PARAMS() { if( !params[DETAILSCALE]->IsDefined() ) params[DETAILSCALE]->SetFloatValue( 1.0f ); if( !params[ENVMAPTINT]->IsDefined() ) params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f ); if( !params[ENVMAPCONTRAST]->IsDefined() ) params[ENVMAPCONTRAST]->SetFloatValue( 0.0f ); if( !params[ENVMAPSATURATION]->IsDefined() ) params[ENVMAPSATURATION]->SetFloatValue( 1.0f ); if( !params[UNLITFACTOR]->IsDefined() ) params[UNLITFACTOR]->SetFloatValue( 0.3f ); if( !params[FRESNELREFLECTION]->IsDefined() ) params[FRESNELREFLECTION]->SetFloatValue( 1.0f ); if( !params[ENVMAPMASKFRAME]->IsDefined() ) params[ENVMAPMASKFRAME]->SetIntValue( 0 ); if( !params[ENVMAPFRAME]->IsDefined() ) params[ENVMAPFRAME]->SetIntValue( 0 ); // No texture means no self-illum or env mask in base alpha if ( !params[BASETEXTURE]->IsDefined() ) { CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK ); } // If in decal mode, no debug override... if (IS_FLAG_SET(MATERIAL_VAR_DECAL)) { SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); } } SHADER_FALLBACK { // MMW Shattered Glass runs as a DX9 effect for 8.2 hardware bool isDX9 = (g_pHardwareConfig->GetDXSupportLevel() >= 82); if( !isDX9 ) { return "ShatteredGlass_DX8"; } return 0; } SHADER_INIT { if (params[BASETEXTURE]->IsDefined()) { LoadTexture( BASETEXTURE, TEXTUREFLAGS_SRGB ); if ( !params[BASETEXTURE]->GetTextureValue()->IsTranslucent() ) { if ( IS_FLAG_SET( MATERIAL_VAR_BASEALPHAENVMAPMASK ) ) CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK ); } } if ( params[DETAIL]->IsDefined() ) { LoadTexture( DETAIL, TEXTUREFLAGS_SRGB ); } // Don't alpha test if the alpha channel is used for other purposes if ( IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK) ) CLEAR_FLAGS( MATERIAL_VAR_ALPHATEST ); if (params[ENVMAP]->IsDefined()) { LoadCubeMap( ENVMAP ); if ( params[ENVMAPMASK]->IsDefined() ) { LoadTexture( ENVMAPMASK, g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ? TEXTUREFLAGS_SRGB : 0 ); } } } SHADER_DRAW { bool bHasEnvmapMask = false; bool bHasEnvmap = false; if ( params[ENVMAP]->IsTexture() ) { bHasEnvmap = true; if ( params[ENVMAPMASK]->IsTexture() ) { bHasEnvmapMask = true; } } bool bHasVertexColor = IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR); bool bHasBaseAlphaEnvmapMask = IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK); // Base SHADOW_STATE { // alpha test pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) ); // Alpha blending, enable alpha blending if the detail texture is translucent bool detailIsTranslucent = TextureIsTranslucent( DETAIL, false ); if ( detailIsTranslucent ) { if ( IS_FLAG_SET( MATERIAL_VAR_ADDITIVE ) ) EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE ); else EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); } else { SetDefaultBlendingShadowState( BASETEXTURE, true ); } pShaderShadow->EnableSRGBWrite( true ); // Base texture unsigned int flags = VERTEX_POSITION; pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); // Lightmap pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ) { pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true ); } else { pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false ); } // Detail texture pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, true ); // Envmap if ( bHasEnvmap ) { flags |= VERTEX_NORMAL; pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ) { pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true ); } if( bHasEnvmapMask ) { pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); } } // Normalizing cube map pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); if ( bHasVertexColor ) { flags |= VERTEX_COLOR; } pShaderShadow->VertexShaderVertexFormat( flags, 3, 0, 0 ); DECLARE_STATIC_VERTEX_SHADER( shatteredglass_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( ENVMAP_MASK, bHasEnvmapMask ); SET_STATIC_VERTEX_SHADER( shatteredglass_vs20 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( shatteredglass_ps20b ); SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap ); SET_STATIC_PIXEL_SHADER_COMBO( VERTEXCOLOR, bHasVertexColor ); SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, bHasEnvmapMask ); SET_STATIC_PIXEL_SHADER_COMBO( BASEALPHAENVMAPMASK, bHasBaseAlphaEnvmapMask ); SET_STATIC_PIXEL_SHADER_COMBO( HDRTYPE, g_pHardwareConfig->GetHDRType() ); SET_STATIC_PIXEL_SHADER( shatteredglass_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( shatteredglass_ps20 ); SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap ); SET_STATIC_PIXEL_SHADER_COMBO( VERTEXCOLOR, bHasVertexColor ); SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, bHasEnvmapMask ); SET_STATIC_PIXEL_SHADER_COMBO( BASEALPHAENVMAPMASK, bHasBaseAlphaEnvmapMask ); SET_STATIC_PIXEL_SHADER_COMBO( HDRTYPE, g_pHardwareConfig->GetHDRType() ); SET_STATIC_PIXEL_SHADER( shatteredglass_ps20 ); } DefaultFog(); } DYNAMIC_STATE { SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM ); SetVertexShaderTextureScale( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, DETAILSCALE ); BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP ); BindTexture( SHADER_SAMPLER3, DETAIL ); if( bHasEnvmap ) { BindTexture( SHADER_SAMPLER2, ENVMAP, ENVMAPFRAME ); if( bHasEnvmapMask ) { BindTexture( SHADER_SAMPLER5, ENVMAPMASK, ENVMAPMASKFRAME ); } } pShaderAPI->BindStandardTexture( SHADER_SAMPLER6, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED ); /* "DOWATERFOG" "0..1" "ENVMAP_MASK" "0..1" */ MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode(); int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0; DECLARE_DYNAMIC_VERTEX_SHADER( shatteredglass_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex ); SET_DYNAMIC_VERTEX_SHADER( shatteredglass_vs20 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( shatteredglass_ps20b ); SET_DYNAMIC_PIXEL_SHADER_COMBO( HDRENABLED, IsHDREnabled() ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER( shatteredglass_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( shatteredglass_ps20 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( HDRENABLED, IsHDREnabled() ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER( shatteredglass_ps20 ); } SetEnvMapTintPixelShaderDynamicState( 0, ENVMAPTINT, -1 ); SetModulationPixelShaderDynamicState( 1 ); SetPixelShaderConstant( 2, ENVMAPCONTRAST ); SetPixelShaderConstant( 3, ENVMAPSATURATION ); // [ 0, 0 ,0, R(0) ] float fresnel[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; fresnel[3] = params[FRESNELREFLECTION]->GetFloatValue(); fresnel[0] = fresnel[1] = fresnel[2] = 1.0f - fresnel[3]; pShaderAPI->SetPixelShaderConstant( 4, fresnel ); float eyePos[4]; pShaderAPI->GetWorldSpaceCameraPosition( eyePos ); pShaderAPI->SetPixelShaderConstant( 5, eyePos, 1 ); pShaderAPI->SetPixelShaderFogParams( 12 ); float overbright[4]; overbright[0] = OVERBRIGHT; overbright[1] = params[UNLITFACTOR]->GetFloatValue(); overbright[2] = overbright[3] = 1.0f - params[UNLITFACTOR]->GetFloatValue(); pShaderAPI->SetPixelShaderConstant( 6, overbright ); } Draw(); } END_SHADER