mirror of
https://github.com/nillerusr/source-engine.git
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312 lines
11 KiB
C++
312 lines
11 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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// $NoKeywords: $
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//=============================================================================//
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#include "BaseVSShader.h"
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#include "mathlib/vmatrix.h"
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#include "water_ps14.inc"
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#include "watercheap_vs14.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( Water, Water_DX81 )
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BEGIN_VS_SHADER( Water_DX81,
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"Help for Water_DX81" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( REFRACTTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" )
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SHADER_PARAM( REFLECTTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "_rt_WaterReflection", "" )
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SHADER_PARAM( REFRACTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "0", "" )
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SHADER_PARAM( REFRACTTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "refraction tint" )
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SHADER_PARAM( REFLECTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "0", "" )
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SHADER_PARAM( REFLECTTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "reflection tint" )
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SHADER_PARAM( NORMALMAP, SHADER_PARAM_TYPE_TEXTURE, "", "normal map" )
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SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" )
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SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" )
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SHADER_PARAM( SCALE, SHADER_PARAM_TYPE_VEC2, "[1 1]", "" )
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SHADER_PARAM( TIME, SHADER_PARAM_TYPE_FLOAT, "", "" )
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SHADER_PARAM( WATERDEPTH, SHADER_PARAM_TYPE_FLOAT, "", "" )
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SHADER_PARAM( CHEAPWATERSTARTDISTANCE, SHADER_PARAM_TYPE_FLOAT, "", "This is the distance from the eye in inches that the shader should start transitioning to a cheaper water shader." )
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SHADER_PARAM( CHEAPWATERENDDISTANCE, SHADER_PARAM_TYPE_FLOAT, "", "This is the distance from the eye in inches that the shader should finish transitioning to a cheaper water shader." )
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SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "env_cubemap", "envmap" )
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SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" )
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SHADER_PARAM( FOGCOLOR, SHADER_PARAM_TYPE_COLOR, "", "" )
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SHADER_PARAM( FORCECHEAP, SHADER_PARAM_TYPE_INTEGER, "", "" )
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SHADER_PARAM( FORCEEXPENSIVE, SHADER_PARAM_TYPE_BOOL, "", "" )
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SHADER_PARAM( REFLECTENTITIES, SHADER_PARAM_TYPE_BOOL, "", "" )
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SHADER_PARAM( REFLECTBLENDFACTOR, SHADER_PARAM_TYPE_FLOAT, "1.0", "" )
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SHADER_PARAM( NOFRESNEL, SHADER_PARAM_TYPE_BOOL, "0", "" )
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
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if( !params[CHEAPWATERSTARTDISTANCE]->IsDefined() )
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{
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params[CHEAPWATERSTARTDISTANCE]->SetFloatValue( 500.0f );
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}
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if( !params[CHEAPWATERENDDISTANCE]->IsDefined() )
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{
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params[CHEAPWATERENDDISTANCE]->SetFloatValue( 1000.0f );
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}
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if( !params[SCALE]->IsDefined() )
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{
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params[SCALE]->SetVecValue( 1.0f, 1.0f );
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}
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if( !params[FOGCOLOR]->IsDefined() )
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{
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params[FOGCOLOR]->SetVecValue( 1.0f, 0.0f, 0.0f );
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Warning( "material %s needs to have a $fogcolor.\n", pMaterialName );
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}
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if( !params[REFLECTENTITIES]->IsDefined() )
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{
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params[REFLECTENTITIES]->SetIntValue( 0 );
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}
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if( !params[FORCEEXPENSIVE]->IsDefined() )
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{
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params[FORCEEXPENSIVE]->SetIntValue( 0 );
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}
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if( params[FORCEEXPENSIVE]->GetIntValue() && params[FORCECHEAP]->GetIntValue() )
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{
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params[FORCEEXPENSIVE]->SetIntValue( 0 );
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}
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if( !params[REFLECTBLENDFACTOR]->IsDefined() )
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{
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params[REFLECTBLENDFACTOR]->SetFloatValue( 1.0f );
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}
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if( !params[FORCEEXPENSIVE]->GetIntValue() && !params[ENVMAP]->IsDefined() )
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{
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params[ENVMAP]->SetStringValue( "engine/defaultcubemap" );
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}
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}
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SHADER_FALLBACK
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{
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if( g_pHardwareConfig->GetDXSupportLevel() < 81 )
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{
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return "Water_DX80";
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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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Assert( params[WATERDEPTH]->IsDefined() );
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if( params[REFRACTTEXTURE]->IsDefined() )
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{
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LoadTexture( REFRACTTEXTURE );
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}
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if( params[REFLECTTEXTURE]->IsDefined() )
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{
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LoadTexture( REFLECTTEXTURE );
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}
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if (params[ENVMAP]->IsDefined() )
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{
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LoadTexture( ENVMAP );
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}
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if (params[NORMALMAP]->IsDefined() )
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{
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LoadBumpMap( NORMALMAP );
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}
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}
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inline int GetReflectionRefractionPixelShaderIndex( bool bReflection, bool bRefraction )
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{
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// "REFLECT" "0..1"
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// "REFRACT" "0..1"
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int pshIndex = ( bReflection ? 1 : 0 ) | ( bRefraction ? 2 : 0 );
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return pshIndex;
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}
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inline void DrawReflectionRefraction( IMaterialVar **params, IShaderShadow* pShaderShadow,
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IShaderDynamicAPI* pShaderAPI, bool bReflection, bool bRefraction )
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{
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SHADOW_STATE
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{
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SetInitialShadowState( );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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if( bRefraction )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
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}
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pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
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if( bReflection )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
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}
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int fmt = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_TANGENT_S | VERTEX_TANGENT_T;
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pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
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water_ps14_Static_Index vshIndex;
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pShaderShadow->SetVertexShader( "Water_ps14", vshIndex.GetIndex() );
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int pshIndex = GetReflectionRefractionPixelShaderIndex( bReflection, bRefraction );
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pShaderShadow->SetPixelShader ( "Water_ps14", pshIndex );
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FogToFogColor();
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}
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DYNAMIC_STATE
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{
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pShaderAPI->SetDefaultState();
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_NORMALIZATION_CUBEMAP );
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if( bRefraction )
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{
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BindTexture( SHADER_SAMPLER2, REFRACTTEXTURE, -1 );
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}
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BindTexture( SHADER_SAMPLER3, NORMALMAP, BUMPFRAME );
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if( bReflection )
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{
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BindTexture( SHADER_SAMPLER4, REFLECTTEXTURE, -1 );
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}
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SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, REFLECTAMOUNT );
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SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, BUMPTRANSFORM );
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SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, REFRACTAMOUNT );
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float c0[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
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pShaderAPI->SetPixelShaderConstant( 0, c0, 1 );
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SetPixelShaderConstant( 1, REFRACTTINT );
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SetPixelShaderConstant( 4, REFLECTTINT );
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float c2[4] = { 0.5f, 0.5f, 0.5f, 0.5f };
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pShaderAPI->SetPixelShaderConstant( 2, c2, 1 );
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// ERASE ME!
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float c3[4] = { 5.0f, 0.0f, 0.0f, 0.0f };
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pShaderAPI->SetPixelShaderConstant( 3, c3, 1 );
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// reflection/refraction scale
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float reflectionRefractionScale[4] = { params[REFLECTAMOUNT]->GetFloatValue(),
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params[REFRACTAMOUNT]->GetFloatValue(), 0.0f, 0.0f };
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pShaderAPI->SetPixelShaderConstant( 5, reflectionRefractionScale, 1 );
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, reflectionRefractionScale, 1 );
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water_ps14_Dynamic_Index vshIndex;
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
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}
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Draw();
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}
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enum DrawCheapType_t
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{
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DRAW_CHEAP_OPAQUE = 0,
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DRAW_CHEAP_FRESNEL_OPAQUE,
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DRAW_CHEAP_LOD_ONLY,
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DRAW_CHEAP_FRESNEL_AND_LOD,
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};
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inline void DrawCheapWater( IMaterialVar **params, IShaderShadow* pShaderShadow,
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IShaderDynamicAPI* pShaderAPI, DrawCheapType_t type )
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{
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SHADOW_STATE
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{
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SetInitialShadowState( );
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// In edit mode, use nocull
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if ( UsingEditor( params ) )
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{
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s_pShaderShadow->EnableCulling( false );
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}
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
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if ( (type != DRAW_CHEAP_OPAQUE) && (type != DRAW_CHEAP_FRESNEL_OPAQUE) )
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{
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EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
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}
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pShaderShadow->VertexShaderVertexFormat(
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VERTEX_POSITION | VERTEX_NORMAL | VERTEX_TANGENT_S |
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VERTEX_TANGENT_T, 1, 0, 0 );
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watercheap_vs14_Static_Index vshIndex;
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pShaderShadow->SetVertexShader( "WaterCheap_vs14", vshIndex.GetIndex() );
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static const char *s_pPixelShader[] =
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{
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"WaterCheapOpaque_ps14",
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"WaterCheapFresnelOpaque_ps14",
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"WaterCheap_ps14",
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"WaterCheapFresnel_ps14",
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};
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pShaderShadow->SetPixelShader( s_pPixelShader[type] );
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FogToFogColor();
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}
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DYNAMIC_STATE
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{
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pShaderAPI->SetDefaultState();
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BindTexture( SHADER_SAMPLER0, NORMALMAP, BUMPFRAME );
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BindTexture( SHADER_SAMPLER3, ENVMAP, ENVMAPFRAME );
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER4, TEXTURE_NORMALIZATION_CUBEMAP );
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float pCheapWaterConstants[4] = { 0, 0, 0, 0 };
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if ( (type != DRAW_CHEAP_OPAQUE) && (type != DRAW_CHEAP_FRESNEL_OPAQUE) )
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{
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float flCheapWaterStartDistance = params[CHEAPWATERSTARTDISTANCE]->GetFloatValue();
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float flCheapWaterEndDistance = params[CHEAPWATERENDDISTANCE]->GetFloatValue();
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pCheapWaterConstants[0] = flCheapWaterStartDistance;
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pCheapWaterConstants[1] = 1.0f / ( flCheapWaterEndDistance - flCheapWaterStartDistance );
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}
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, pCheapWaterConstants );
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SetPixelShaderConstant( 0, FOGCOLOR );
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SetPixelShaderConstant( 1, REFLECTTINT, REFLECTBLENDFACTOR );
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SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BUMPTRANSFORM );
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watercheap_vs14_Dynamic_Index vshIndex;
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
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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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// NOTE: Here's what all this means.
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// 1) ForceCheap means use env_cubemap only
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// 2) ForceExpensive means do real reflection instead of env_cubemap.
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// By default, it will do refraction and use env_cubemap for the reflection.
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// Also, it will fade to cheap water at a particular distance,
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// based on CheapWaterStartDistance and CheapWaterEndDistance
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// * In the ForceCheap case, no fading is required
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// * In the default case, it will fade based on these parameters in a single pass
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// * In the expensive case, it will have to perform the fade in a separate pass.
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bool bForceCheap = params[FORCECHEAP]->GetIntValue() != 0 || UsingEditor( params );
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bool bForceExpensive = params[FORCEEXPENSIVE]->GetIntValue() != 0;
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bool bRefraction = params[REFRACTTEXTURE]->IsTexture();
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bool bReflection = bForceExpensive && params[REFLECTTEXTURE]->IsTexture();
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DrawCheapType_t type = params[NOFRESNEL]->GetIntValue() ? DRAW_CHEAP_OPAQUE : DRAW_CHEAP_FRESNEL_OPAQUE;
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if( !bForceCheap && (bRefraction || bReflection) )
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{
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DrawReflectionRefraction( params, pShaderShadow, pShaderAPI, bReflection, bRefraction );
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if ( !bReflection )
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{
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type = params[NOFRESNEL]->GetIntValue() ? DRAW_CHEAP_LOD_ONLY : DRAW_CHEAP_FRESNEL_AND_LOD;
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}
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else
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{
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type = DRAW_CHEAP_LOD_ONLY;
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}
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}
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// Use $decal to see if we are a decal or not. . if we are, then don't bother
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// drawing the cheap version for now since we don't have access to env_cubemap
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if( params[ENVMAP]->IsTexture() && !IS_FLAG_SET( MATERIAL_VAR_DECAL ) && !bReflection )
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{
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DrawCheapWater( params, pShaderShadow, pShaderAPI, type );
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}
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}
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END_SHADER
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