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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: A wet version of base * lightmap
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//
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// $Header: $
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// $NoKeywords: $
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//=============================================================================//
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#include "BaseVSShader.h"
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#include "particlesphere_vs11.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( ParticleSphere, ParticleSphere_DX8 )
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BEGIN_VS_SHADER_FLAGS( ParticleSphere_DX8, "Help for BumpmappedEnvMap", SHADER_NOT_EDITABLE )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( USINGPIXELSHADER, SHADER_PARAM_TYPE_BOOL, "0", "Tells to client code whether the shader is using DX8 vertex/pixel shaders or not" )
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SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "bumpmap" )
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SHADER_PARAM( LIGHTS, SHADER_PARAM_TYPE_FOURCC, "", "array of lights" )
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SHADER_PARAM( LIGHT_POSITION, SHADER_PARAM_TYPE_VEC3, "0 0 0", "This is the directional light position." )
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SHADER_PARAM( LIGHT_COLOR, SHADER_PARAM_TYPE_VEC3, "1 1 1", "This is the directional light color." )
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END_SHADER_PARAMS
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bool UsePixelShaders( IMaterialVar **params ) const
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{
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return (!params || params[BUMPMAP]->IsDefined()) && g_pHardwareConfig->SupportsVertexAndPixelShaders();
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}
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SHADER_INIT
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{
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// If this would return false, then we should have fallen back to the DX6 one.
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Assert( UsePixelShaders( params ) );
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params[USINGPIXELSHADER]->SetIntValue( true );
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LoadBumpMap( BUMPMAP );
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}
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SHADER_FALLBACK
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{
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if ( IsPC() && !UsePixelShaders(params) )
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{
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return "UnlitGeneric_DX6";
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}
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return 0;
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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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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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int tCoordDimensions[] = {2};
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pShaderShadow->VertexShaderVertexFormat(
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VERTEX_POSITION | VERTEX_COLOR, 1, tCoordDimensions, 0 );
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pShaderShadow->EnableBlending( true );
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pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
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pShaderShadow->EnableDepthWrites( false );
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particlesphere_vs11_Static_Index vshIndex;
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pShaderShadow->SetVertexShader( "ParticleSphere_vs11", vshIndex.GetIndex() );
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pShaderShadow->SetPixelShader( "ParticleSphere_ps11" );
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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, BUMPMAP );
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, params[LIGHT_POSITION]->GetVecValue() );
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// Separate the light color into something that has a max value of 1 and a scale
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// so the vertex shader can determine if it's going to overflow the color and scale back
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// if it needs to.
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//
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// (It does this by seeing if the intensity*1/distSqr is > 1. If so, then it scales it so
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// it is equal to 1).
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const float *f = params[LIGHT_COLOR]->GetVecValue();
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Vector vLightColor( f[0], f[1], f[2] );
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float flScale = max( vLightColor.x, max( vLightColor.y, vLightColor.z ) );
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if ( flScale < 0.01f )
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flScale = 0.01f;
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float vScaleVec[3] = { flScale, flScale, flScale };
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vLightColor /= flScale;
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, vLightColor.Base() );
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, vScaleVec );
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// Compute the vertex shader index.
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particlesphere_vs11_Dynamic_Index vshIndex;
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vshIndex.SetFOGTYPE( s_pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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s_pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
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}
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Draw();
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}
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END_SHADER
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