Joe Ludwig 7309a5f13f Added many shader source files
This should include the latest version of every shader that was in the
2007 SDK. It also includes a smattering of debug shaders, both VR
distortion shaders, and other assorted shaders that will hopefully be
useful.

None of these new files are included in the game shader DLL project. If
you need to modify one of these shaders for use in your mod you will
need to rename it so that you don't collide with the version of that
shader that lives in stdshader_dx9.dll.
2013-12-23 15:00:03 -08:00

117 lines
3.5 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "BaseVSShader.h"
#include "teeth.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( Teeth, Teeth_DX8 )
BEGIN_VS_SHADER( Teeth_DX8, "Help for Teeth_DX8" )
BEGIN_SHADER_PARAMS
SHADER_PARAM( ILLUMFACTOR, SHADER_PARAM_TYPE_FLOAT, "1", "Amount to darken or brighten the teeth" )
SHADER_PARAM( FORWARD, SHADER_PARAM_TYPE_VEC3, "[1 0 0]", "Forward direction vector for teeth lighting" )
SHADER_PARAM( INTRO, SHADER_PARAM_TYPE_BOOL, "0", "is teeth in the ep1 intro" )
SHADER_PARAM( ENTITYORIGIN, SHADER_PARAM_TYPE_VEC3,"0.0","center if the model in world space" )
SHADER_PARAM( WARPPARAM, SHADER_PARAM_TYPE_FLOAT,"0.0","animation param between 0 and 1" )
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
// FLASHLIGHTFIXME
params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
if( !params[INTRO]->IsDefined() )
{
params[INTRO]->SetIntValue( 0 );
}
}
SHADER_FALLBACK
{
if ( IsPC() && ( g_pHardwareConfig->GetDXSupportLevel() < 80 || g_pConfig->bSoftwareLighting ) )
{
return "Teeth_dx6";
}
return 0;
}
SHADER_INIT
{
LoadTexture( FLASHLIGHTTEXTURE );
LoadTexture( BASETEXTURE );
}
void DrawUsingVertexShader( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
{
SHADOW_STATE
{
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->VertexShaderVertexFormat(
VERTEX_POSITION | VERTEX_NORMAL, 1, 0, 0 );
teeth_Static_Index vshIndex;
vshIndex.SetHALF_LAMBERT( IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT ) );
vshIndex.SetINTRO( params[INTRO]->GetIntValue() != 0 );
pShaderShadow->SetVertexShader( "Teeth", vshIndex.GetIndex() );
pShaderShadow->SetPixelShader( "VertexLitTexture_Overbright2" );
FogToFogColor();
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
SetAmbientCubeDynamicStateVertexShader();
Vector4D lighting;
params[FORWARD]->GetVecValue( lighting.Base(), 3 );
lighting[3] = params[ILLUMFACTOR]->GetFloatValue();
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, lighting.Base() );
teeth_Dynamic_Index vshIndex;
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 );
vshIndex.SetLIGHT_COMBO( pShaderAPI->GetCurrentLightCombo() );
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
if( params[INTRO]->GetIntValue() )
{
float curTime = params[WARPPARAM]->GetFloatValue();
float timeVec[4] = { 0.0f, 0.0f, 0.0f, curTime };
Assert( params[ENTITYORIGIN]->IsDefined() );
params[ENTITYORIGIN]->GetVecValue( timeVec, 3 );
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, timeVec, 1 );
}
}
Draw();
}
SHADER_DRAW
{
SHADOW_STATE
{
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
}
bool hasFlashlight = UsingFlashlight( params );
if( hasFlashlight )
{
DrawFlashlight_dx80( params, pShaderAPI, pShaderShadow, false, -1, -1, -1,
FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME, false, false, 0, -1, -1,
// Optional parameters, specific to teeth:
true, FORWARD, ILLUMFACTOR );
}
else
{
DrawUsingVertexShader( params, pShaderAPI, pShaderShadow );
}
}
END_SHADER