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https://github.com/mapbase-source/source-sdk-2013.git
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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.
117 lines
3.5 KiB
C++
117 lines
3.5 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "BaseVSShader.h"
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#include "teeth.inc"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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DEFINE_FALLBACK_SHADER( Teeth, Teeth_DX8 )
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BEGIN_VS_SHADER( Teeth_DX8, "Help for Teeth_DX8" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( ILLUMFACTOR, SHADER_PARAM_TYPE_FLOAT, "1", "Amount to darken or brighten the teeth" )
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SHADER_PARAM( FORWARD, SHADER_PARAM_TYPE_VEC3, "[1 0 0]", "Forward direction vector for teeth lighting" )
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SHADER_PARAM( INTRO, SHADER_PARAM_TYPE_BOOL, "0", "is teeth in the ep1 intro" )
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SHADER_PARAM( ENTITYORIGIN, SHADER_PARAM_TYPE_VEC3,"0.0","center if the model in world space" )
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SHADER_PARAM( WARPPARAM, SHADER_PARAM_TYPE_FLOAT,"0.0","animation param between 0 and 1" )
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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// FLASHLIGHTFIXME
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params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
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SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
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if( !params[INTRO]->IsDefined() )
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{
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params[INTRO]->SetIntValue( 0 );
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}
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}
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SHADER_FALLBACK
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{
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if ( IsPC() && ( g_pHardwareConfig->GetDXSupportLevel() < 80 || g_pConfig->bSoftwareLighting ) )
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{
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return "Teeth_dx6";
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}
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return 0;
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}
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SHADER_INIT
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{
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LoadTexture( FLASHLIGHTTEXTURE );
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LoadTexture( BASETEXTURE );
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}
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void DrawUsingVertexShader( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
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{
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SHADOW_STATE
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->VertexShaderVertexFormat(
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VERTEX_POSITION | VERTEX_NORMAL, 1, 0, 0 );
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teeth_Static_Index vshIndex;
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vshIndex.SetHALF_LAMBERT( IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT ) );
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vshIndex.SetINTRO( params[INTRO]->GetIntValue() != 0 );
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pShaderShadow->SetVertexShader( "Teeth", vshIndex.GetIndex() );
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pShaderShadow->SetPixelShader( "VertexLitTexture_Overbright2" );
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FogToFogColor();
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}
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DYNAMIC_STATE
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{
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
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SetAmbientCubeDynamicStateVertexShader();
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Vector4D lighting;
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params[FORWARD]->GetVecValue( lighting.Base(), 3 );
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lighting[3] = params[ILLUMFACTOR]->GetFloatValue();
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, lighting.Base() );
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teeth_Dynamic_Index vshIndex;
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 );
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vshIndex.SetLIGHT_COMBO( pShaderAPI->GetCurrentLightCombo() );
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
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if( params[INTRO]->GetIntValue() )
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{
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float curTime = params[WARPPARAM]->GetFloatValue();
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float timeVec[4] = { 0.0f, 0.0f, 0.0f, curTime };
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Assert( params[ENTITYORIGIN]->IsDefined() );
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params[ENTITYORIGIN]->GetVecValue( timeVec, 3 );
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, timeVec, 1 );
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}
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}
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Draw();
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}
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SHADER_DRAW
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{
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SHADOW_STATE
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{
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
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}
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bool hasFlashlight = UsingFlashlight( params );
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if( hasFlashlight )
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{
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DrawFlashlight_dx80( params, pShaderAPI, pShaderShadow, false, -1, -1, -1,
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FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME, false, false, 0, -1, -1,
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// Optional parameters, specific to teeth:
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true, FORWARD, ILLUMFACTOR );
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}
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else
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{
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DrawUsingVertexShader( params, pShaderAPI, pShaderShadow );
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}
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}
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END_SHADER
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