//========= 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" ) SHADER_PARAM( LIGHTMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "lightmap texture--will be bound by the engine") // 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( PHONGEXPONENTFACTOR, SHADER_PARAM_TYPE_FLOAT, "0.0", "When using a phong exponent texture, this will be multiplied by the 0..1 that comes out of the texture." ) 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_nLightmap = LIGHTMAP; 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_nPhongExponentFactor = PHONGEXPONENTFACTOR; 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