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102 lines
4.3 KiB
C++
102 lines
4.3 KiB
C++
//========= Copyright © 1996-2005, 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 "vertexlitgeneric_dx9_helper.h"
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BEGIN_VS_SHADER( UnlitGeneric_DX9,
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"Help for UnlitGeneric_DX9" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( ALBEDO, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "albedo (Base texture with no baked lighting)" )
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SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "detail texture" )
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SHADER_PARAM( DETAILFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $detail" )
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SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "4", "scale of the detail texture" )
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SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" )
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SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "", "envmap frame number" )
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SHADER_PARAM( ENVMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_envmask", "envmap mask" )
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SHADER_PARAM( ENVMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" )
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SHADER_PARAM( ENVMAPMASKTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$envmapmask texcoord transform" )
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SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" )
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SHADER_PARAM( ENVMAPCONTRAST, SHADER_PARAM_TYPE_FLOAT, "0.0", "contrast 0 == normal 1 == color*color" )
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SHADER_PARAM( ENVMAPSATURATION, SHADER_PARAM_TYPE_FLOAT, "1.0", "saturation 0 == greyscale 1 == normal" )
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SHADER_PARAM( ALPHATESTREFERENCE, SHADER_PARAM_TYPE_FLOAT, "0.7", "" )
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SHADER_PARAM( HDRCOLORSCALE, SHADER_PARAM_TYPE_FLOAT, "1.0", "hdr color scale" )
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SHADER_PARAM( PHONGEXPONENT, SHADER_PARAM_TYPE_FLOAT, "5.0", "Phong exponent for local specular lights" )
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SHADER_PARAM( LIGHTWARPTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "1D ramp texture for tinting scalar diffuse term" )
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SHADER_PARAM( PHONGFRESNELRANGES, SHADER_PARAM_TYPE_VEC3, "[0 0.5 1]", "Parameters for remapping fresnel output" )
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SHADER_PARAM( PHONGBOOST, SHADER_PARAM_TYPE_FLOAT, "1.0", "Phong overbrightening factor (specular mask channel should be authored to account for this)" )
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SHADER_PARAM( PHONGEXPONENTTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Phong Exponent map" )
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SHADER_PARAM( PHONG, SHADER_PARAM_TYPE_BOOL, "0", "enables phong lighting" )
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END_SHADER_PARAMS
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void SetupVars( VertexLitGeneric_DX9_Vars_t& info )
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{
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info.m_nBaseTexture = BASETEXTURE;
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info.m_nBaseTextureFrame = FRAME;
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info.m_nBaseTextureTransform = BASETEXTURETRANSFORM;
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info.m_nAlbedo = ALBEDO;
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info.m_nSelfIllumTint = -1;
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info.m_nDetail = DETAIL;
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info.m_nDetailFrame = DETAILFRAME;
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info.m_nDetailScale = DETAILSCALE;
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info.m_nEnvmap = ENVMAP;
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info.m_nEnvmapFrame = ENVMAPFRAME;
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info.m_nEnvmapMask = ENVMAPMASK;
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info.m_nEnvmapMaskFrame = ENVMAPMASKFRAME;
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info.m_nEnvmapMaskTransform = ENVMAPMASKTRANSFORM;
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info.m_nEnvmapTint = ENVMAPTINT;
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info.m_nBumpmap = -1;
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info.m_nBumpFrame = -1;
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info.m_nBumpTransform = -1;
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info.m_nEnvmapContrast = ENVMAPCONTRAST;
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info.m_nEnvmapSaturation = ENVMAPSATURATION;
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info.m_nAlphaTestReference = ALPHATESTREFERENCE;
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info.m_nFlashlightTexture = FLASHLIGHTTEXTURE;
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info.m_nFlashlightTextureFrame = FLASHLIGHTTEXTUREFRAME;
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info.m_nHDRColorScale = HDRCOLORSCALE;
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info.m_nPhongExponent = PHONGEXPONENT;
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info.m_nPhongExponentTexture = PHONGEXPONENTTEXTURE;
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info.m_nLightWarpTexture = LIGHTWARPTEXTURE;
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info.m_nPhongBoost = PHONGBOOST;
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info.m_nPhongFresnelRanges = PHONGFRESNELRANGES;
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info.m_nPhong = PHONG;
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}
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SHADER_INIT_PARAMS()
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{
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VertexLitGeneric_DX9_Vars_t vars;
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SetupVars( vars );
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InitParamsVertexLitGeneric_DX9( this, params, pMaterialName, false, vars );
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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 "UnlitGeneric_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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VertexLitGeneric_DX9_Vars_t vars;
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SetupVars( vars );
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InitVertexLitGeneric_DX9( this, params, false, vars );
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}
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SHADER_DRAW
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{
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VertexLitGeneric_DX9_Vars_t vars;
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SetupVars( vars );
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DrawVertexLitGeneric_DX9( this, params, pShaderAPI, pShaderShadow, false, vars );
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Draw();
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}
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END_SHADER
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