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materialsystem/stdshaders/shadow.cpp
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138
materialsystem/stdshaders/shadow.cpp
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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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 "shadow_ps20.inc"
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#include "shadow_ps20b.inc"
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#include "shadow_vs20.inc"
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BEGIN_VS_SHADER_FLAGS( Shadow, "Help for Shadow", SHADER_NOT_EDITABLE )
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BEGIN_SHADER_PARAMS
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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/*
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The alpha blending state either must be:
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Src Color * Dst Color + Dst Color * 0
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(src color = C*A + 1-A)
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or
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// Can't be this, doesn't work with fog
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Src Color * Dst Color + Dst Color * (1-Src Alpha)
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(src color = C * A, Src Alpha = A)
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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() < 90 )
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{
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return "Shadow_DX8";
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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( BASETEXTURE, TEXTUREFLAGS_SRGB );
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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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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
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// NOTE: This is deliberately this way round (instead of "DST_COLOR, ZERO"),
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// since these two permutations produce *different* values on 360!!
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// This was causing undue darkening of the framebuffer by these
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// shadows, which was highly noticeable in very dark areas:
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EnableAlphaBlending( SHADER_BLEND_ZERO, SHADER_BLEND_SRC_COLOR );
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unsigned int flags = VERTEX_POSITION | VERTEX_COLOR;
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int numTexCoords = 1;
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pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 );
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DECLARE_STATIC_VERTEX_SHADER( shadow_vs20 );
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SET_STATIC_VERTEX_SHADER( shadow_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( shadow_ps20b );
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SET_STATIC_PIXEL_SHADER( shadow_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( shadow_ps20 );
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SET_STATIC_PIXEL_SHADER( shadow_ps20 );
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}
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pShaderShadow->EnableSRGBWrite( true );
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// We need to fog to *white* regardless of overbrighting...
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FogToWhite();
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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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SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
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SetPixelShaderConstantGammaToLinear( 1, COLOR );
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// Get texture dimensions...
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int nWidth = 16;
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int nHeight = 16;
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ITexture *pTexture = params[BASETEXTURE]->GetTextureValue();
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if (pTexture)
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{
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nWidth = pTexture->GetActualWidth();
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nHeight = pTexture->GetActualHeight();
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}
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Vector4D vecJitter( 1.0 / nWidth, 1.0 / nHeight, 0.0, 0.0 );
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, vecJitter.Base() );
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vecJitter.y *= -1.0f;
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, vecJitter.Base() );
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MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode();
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int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0;
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DECLARE_DYNAMIC_VERTEX_SHADER( shadow_vs20 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex );
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SET_DYNAMIC_VERTEX_SHADER( shadow_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( shadow_ps20b );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
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SET_DYNAMIC_PIXEL_SHADER( shadow_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( shadow_ps20 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
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SET_DYNAMIC_PIXEL_SHADER( shadow_ps20 );
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}
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float eyePos[4];
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pShaderAPI->GetWorldSpaceCameraPosition( eyePos );
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pShaderAPI->SetPixelShaderConstant( 2, eyePos, 1 );
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pShaderAPI->SetPixelShaderFogParams( 3 );
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}
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Draw( );
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}
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END_SHADER
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