//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: eye renderer // // $Header: $ // $NoKeywords: $ //=============================================================================// #include "BaseVSShader.h" #include "eyes_dx8_dx9_helper.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" DEFINE_FALLBACK_SHADER( eyes, Eyes_dx9 ) BEGIN_VS_SHADER( Eyes_dx9, "Help for Eyes" ) BEGIN_SHADER_PARAMS SHADER_PARAM( IRIS, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "iris texture" ) SHADER_PARAM( IRISFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame for the iris texture" ) SHADER_PARAM( GLINT, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "glint texture" ) SHADER_PARAM( EYEORIGIN, SHADER_PARAM_TYPE_VEC3, "[0 0 0]", "origin for the eyes" ) SHADER_PARAM( EYEUP, SHADER_PARAM_TYPE_VEC3, "[0 0 1]", "up vector for the eyes" ) SHADER_PARAM( IRISU, SHADER_PARAM_TYPE_VEC4, "[0 1 0 0 ]", "U projection vector for the iris" ) SHADER_PARAM( IRISV, SHADER_PARAM_TYPE_VEC4, "[0 0 1 0]", "V projection vector for the iris" ) SHADER_PARAM( GLINTU, SHADER_PARAM_TYPE_VEC4, "[0 1 0 0]", "U projection vector for the glint" ) SHADER_PARAM( GLINTV, SHADER_PARAM_TYPE_VEC4, "[0 0 1 0]", "V projection vector for the glint" ) SHADER_PARAM( DILATION, SHADER_PARAM_TYPE_FLOAT, "0", "Pupil dilation (0 is none, 1 is maximal)" ) SHADER_PARAM( INTRO, SHADER_PARAM_TYPE_BOOL, "0", "is eyes in the ep1 intro" ) SHADER_PARAM( ENTITYORIGIN, SHADER_PARAM_TYPE_VEC3,"0.0","center if the model in world space" ) SHADER_PARAM( WARPPARAM, SHADER_PARAM_TYPE_FLOAT,"0.0","animation param between 0 and 1" ) END_SHADER_PARAMS void SetupVars( Eyes_DX8_DX9_Vars_t &info ) { info.m_nBaseTexture = BASETEXTURE; info.m_nFrame = FRAME; info.m_nIris = IRIS; info.m_nIrisFrame = IRISFRAME; info.m_nGlint = GLINT; info.m_nEyeOrigin = EYEORIGIN; info.m_nEyeUp = EYEUP; info.m_nIrisU = IRISU; info.m_nIrisV = IRISV; info.m_nGlintU = GLINTU; info.m_nGlintV = GLINTV; info.m_nDilation = DILATION; info.m_nIntro = INTRO; info.m_nEntityOrigin = ENTITYORIGIN; info.m_nWarpParam = WARPPARAM; } SHADER_INIT_PARAMS() { Eyes_DX8_DX9_Vars_t info; SetupVars( info ); InitParamsEyes_DX8_DX9( this, params, pMaterialName, info ); } SHADER_FALLBACK { return 0; } SHADER_INIT { Eyes_DX8_DX9_Vars_t info; SetupVars( info ); InitEyes_DX8_DX9( this, params, info ); } SHADER_DRAW { Eyes_DX8_DX9_Vars_t info; SetupVars( info ); DrawEyes_DX8_DX9( true, this, params, pShaderAPI, pShaderShadow, info, vertexCompression ); } END_SHADER