diff --git a/.gitignore b/.gitignore index 1196a9fe19..1812c0ab3d 100644 --- a/.gitignore +++ b/.gitignore @@ -24,6 +24,8 @@ ipch *.vcxproj.filters *.pdb *.lib +*.VC.db +*.VC.VC.opendb # OSX/Linux build products *.mak @@ -70,6 +72,7 @@ voice_ban.dt # Momentum *.tim *.zon +*.momrec # Others *.cache @@ -77,4 +80,6 @@ voice_ban.dt *.prt *.vmx *.lin -*.vdf \ No newline at end of file +*.vdf +*.pch.ib_tag +*.ib_pdb_index diff --git a/CONTRIBUTING.md b/CONTRIBUTING.md index 2d1b5545e1..29ef18f765 100644 --- a/CONTRIBUTING.md +++ b/CONTRIBUTING.md @@ -1,14 +1,19 @@ -# About contributing -Contributing to the mod is very easy. Just fork the repo, make your desired changes -and then send us a pull request and we'll happly revise it. +# About Contributing +Contributing to this project is very easy. Just fork the repo, make your desired changes +and then send us a pull request and we'll happily revise it. +Note: We use Hungarian Notation (Systems), spaces instead of tabs, and ClangFormat for any custom file added to the project. -When writing the Pull Request comment, don't forget to ask to get listed in the contributors section of the web by providing a name/alias that will be displayed in the credits section of the mod. If you don't provide a name, we'll use your GitHub username +If your work is to be used in our project, we will credit you with a Contributor role on [our credits page.](http://momentum-mod.org/about) If you wish to have a certain name in this credit, make sure to mention it in the comments of your Pull Request, otherwise, we'll just use your GitHub username. -**Every help we can get is welcomed** +If we like your work enough, we may invite you to be on the team! +If you have any other concerns, feel free to [contact us!](http://momentum-mod.org/contact) -Also, *as this is a Soruce mod*, VALVe's contributing conditions apply here as well: +**All the help we can get is very welcome!** + + +Also, *as this is a Source mod*, VALVe's contributing conditions apply here as well: *As a condition of providing a Contribution, you agree that:* @@ -26,4 +31,4 @@ provide your Contribution "as is" without warranties.* creation, you may submit it to Valve separate from any Contribution, explicitly identifying it as sourced from a third party, stating the details of its origin, and informing Valve of any license or other restriction of -which you are personally aware.* +which you are personally aware.* \ No newline at end of file diff --git a/README.md b/README.md index 276f338354..1184ff6fd7 100644 --- a/README.md +++ b/README.md @@ -1,23 +1,21 @@ # Momentum Mod ![Build Status](https://ci.appveyor.com/api/projects/status/9hpr4p9suvlge305?svg=true) -Momentum Mod is a free stand-alone Source mod with Counter-Strike: Source physics -dedicated to bhop and surfing while trying to improve them and simultaneously making -it easier to access and play (offline and online) as well as being cheaper +Momentum Mod is a free, stand-alone Source Engine mod, based on Counter-Strike: Source movement physics. +This project is dedicated to bhop and surfing, while not only trying to replicate them, but also trying to improve them. +Our goal is to make it easier to access and play (offline and online) as well as being cheaper (did we mention it's free?) than any other Source game you'd have to buy to play either of these game modes. ## Contributing You can read about how to contribute to the development of the mod -at the [contributing](CONTRIBUTING.md) section +at the [contributing](CONTRIBUTING.md) section. -You can find a (code focused) TO DO at [TODO.md](TODO.md), where you can see what we -plan to do next or what we have in mind (But, as it is a development list, we may skip some -of the ideas for whatever reason) +You can find a general TO-DO for the project over [at our Trello board](https://trello.com/momentum_mod). Feel free to tackle something if it tickles your fancy! Just note that if members are assigned to a feature, it is most likely already being worked on! ## Contact -You can contact us [at our website](http://momentum-mod.org/contact) - -The licenses and legal notices can be found at [SDK LICENSE](LICENSE) and [THIRD PARTY LEGAL NOTICES](thirdpartylegalnotices.txt) +You can [contact us at our website](http://momentum-mod.org/contact)! +## License +The licenses and legal notices can be found at [SDK LICENSE](LICENSE) and [THIRD PARTY LEGAL NOTICES](thirdpartylegalnotices.txt) \ No newline at end of file diff --git a/TODO.md b/TODO.md deleted file mode 100644 index 653f4f0349..0000000000 --- a/TODO.md +++ /dev/null @@ -1,204 +0,0 @@ -## ALPHA -- [x] PORT TO MP BRANCH - -- [ ] Gameinterface.cpp (Server) - - [ ] Delete comment on Motd file not being able to be loaded (L:1721) once we're on MP branch - -- [ ] ClientScoreboardDialog.cpp (Client) - - [ ] Get online data from the API - - [x] Add friends leaderboard list - - [x] Add format for online & friends leaderboard lists - - [ ] Fill the lists with API data - - [ ] Update rank for event runtime_posted - - [x] Discuss update interval time - - [ ] Consider adding a "100 tick" column - - [x] Localize rank tokens - - [ ] Make FindItemIDForPlayerIndex(int) return an ItemID for another person's time - - [ ] Sort function for online times - - [x] Fix bugs: Lines being chopped down & mapsummary not being set - - [x] Discuss columns widths - - [ ] De-hardcode the font used on size checking - - [x] Find where to place friends leaderboards - - [ ] A lot of variables are not necessary. Ensure which are and remove the rest - - [ ] Use GetTextSize instead of calculating it per character - -- [ ] MapSelector.cpp (Client) - - [ ] Localize strings (remove ServerBrowser) - - [x] Make the panel display from menu selection (edit GameMenu.res and do "engine ToggleMapsPanel") - - [ ] Remove references to Server Browser - - [ ] Cleanup classes to remove useless/commented code - - [ ] Local Maps tab - - [x] Header columns: Completed | Map name | Game type | Difficulty | Best time - - [x] Populate with maps already on disk (parse .mom files?) - - [ ] Parse .mom/zon/bsp files to fill the Dialog with information - - [x] Change filters - - [x] Map name - - [x] Gametype (bhop/surf/etc) - - [x] Difficulty - - [x] Linear/Staged - - [ ] "Online Maps" Tab - - [ ] Apply filters to API searches - - [ ] Parse data from API and apply to list - - [ ] Start the selected map - - [ ] Download a selected map, and its .zon and .mom file (if not exist) - - [ ] Open a MapInfoDialog to show progress on download? - - [x] Set the correct gamemode type, tickrate, etc based on .mom file - -- [ ] MapInfoDialog.cpp (Client) - - [ ] Localize (remove ServerBrowser) - - [ ] Show information about the map - - [ ] Local info - - [ ] Local PBs - - [ ] Link replays to each local time - - [ ] Other local info/stats (how many total runs) - - [ ] Online info - - [ ] Top 10 times for the map - - [ ] Link replays to each online time - - [ ] Other online info/stats - - [ ] Make the user able to start the map from the Dialog - - [ ] Online maps need to be downloaded - - [ ] Local maps simply start like normal - -- [ ] The "mom"-ification and refactoring - - [ ] mom_player (Server/Client) - - [ ] Copy valuable snippets from HL2/CS Player classes - - [x] Clean up the EntSelectSpawnPoint() method - - [ ] mom_gamerules (Shared) - - [ ] Follow the hl2_gamerules.cpp file for creation - - [ ] Improve mom_spawn_with_weapons implementation - - [x] mom_gamemovement.cpp (Shared) - - [x] Implement rampboost fix by TotallyMehis - - [ ] mom_usermessages.cpp (Shared) - - [x] Remove the usermessages that aren't necessary - - [ ] Remove even more messages - - [ ] mom_client.cpp (Server) - - [ ] Precache all necessary sounds/models for the mod - - [ ] VPC Scripts - - [ ] Add the new mom files to the proper VPC scripts - - [ ] Verify & remove the files we deleted from the appropriate VPC scripts - - [ ] Remove any and all unnecessary HL2/generic code that doesn't pertain to the mod - - [x] Remove all ifdef (SIXENSE) code segments - - [x] Remove all ifdef (XBOX/X360 etc) & IsX360() code segments - - [x] Remove all ifdef (TF/PORTAL/DOD) code segments - - [x] Remove all ifdef (HL2_EPISODIC/HL2_LOSTCOAST/HL2MP) code segments - - [x] Remove all ifdef (HL1_DLL/CSPORT_DLL) code segments - - [x] Remove all ifdef (INVASION_DLL/NEXT_BOT/TERROR/USES_ECON_ITEMS) code segments - - [x] Inspect and cherry pick ifdef (CSTRIKE_DLL) code segments - - [ ] Format (CTRL + K, CTRL + D) every class to follow the tabs->spaces and other spacing style for code - - [ ] Remove any unused files - - [x] hud_squadstatus.cpp - - [x] hud_posture.cpp - - [x] hud_flashlight.cpp (the hud element) - - [x] hud_battery.cpp - - [ ] teamplayroundbased_gamerules.h/cpp - - [ ] Entire hl2/ subfolder in client/server/shared - - [x] Entire sdk/ subfolder in client/server/shared - - [ ] Eventually undefine HL2_DLL and remove corresponding code - -- [x] Creation of a shared (Client/Server) utils class with useful methods/data (gamemode, tickrate etc) - - [x] Create global enumeration for gamemodes - - [x] Store current gamemode on a global variable - -- [ ] Gamemodes - - [x] *BHOP* -> 100 tick, no stamina, autojump/no autojump (Cvar so people can manual scroll if they want) - - [ ] *SURF* -> 66 (default)/100 , no stamina, autojump - - [ ] *KZ* -> 100 tick, stamina, no autojump - -- [ ] weapon_momentum_gun.cpp (Shared) and CS:S weapon entities - - [x] Import CS:S weapon entities over - - [x] Import extra CS:S weapon entities (Knife and Grenades) - - [x] Cleanup CS:S weapon entities/reduce class clutter - - [ ] Make the main gun toggleable (the player spawns with it, presses button to use/hide it) - - [ ] Look into removing the crosshair? Customization? - - [ ] Consider keeping the hud_ammo.cpp HUD element for displaying how many bullets the player has in the clip - - [ ] Change model - - [ ] Tone down or remove view-bob - -- [ ] timer.cpp (Client) - - [ ] Play effects (animations) for run states - - [x] Move to bottom center (above speedometer) - - [x] Utilize the .res file variables for position/color/etc - - [x] Feed real data for the hud - - [x] Have more info (checkpoints, current stage/total stages, etc) - - [x] Only display relevant info - - [ ] Act accordingly to gamemode - - [ ] Add stamina settings for kz/scroll modes - - [x] Implement Hud Messaging system to interact with Timer.cpp (server) - - [x] Localization - - [x] Discuss bufsize for strings taking intoa count localizations - -- [ ] hud_cp_menu.cpp (Client) - - [x] Make creating a checkpoint stop your timer - - [ ] Make checkpoints available for output to files - - [ ] Consider local timer for routing - - [ ] Consider KZ game mode basically requiring checkpoints - - [ ] Extract underlying menu class and make hud_cp_menu create one - - [x] Use .res files - -- [ ] mom_triggers.cpp (Server) - - [ ] Tweak limit speed method - - [x] Implement Hud Messaging system to interact with timer.cpp (client) - - [x] Add the option to define what angles should the player have after being teleported - - [ ] Unify every spawnflag (So each one has an unique 'id') - - [ ] Bonus stages (either flags added to existing triggers or child entites) - -- [ ] Timer.cpp (Server) - - [ ] Add hash checking - - [x] GetCPCount seems to return wrongly - - [x] Are command flags needed? - -- [x] tickset.cpp (Server) Make tick-setting crossplatform - -- [x] In-game mapzone editor (Server/Client) allows for creation of zone files (on older CS maps) without using Hammer - -- [ ] mapzones.cpp (Server) - - [ ] Add support for the new custom triggers - -- [x] mapzones_edit.cpp (Server) - - [x] Change description for mom_zone_defmethod - - [x] Improve methods of triggers (Probbably also find a better suitting name) - - [ ] Improve binding (Add more build binds for things like mom_zone_defzone variations) - -- [ ] Credits - - [ ] Few values are set to default when the map ends, we have to set it to how the user had it before going to the credits - - [ ] If the user disconnects before the credits ending, hud convar values will not be set back to how they were before - -- [ ] GUI changes - - [ ] Add practice mode state to timer VGUI panel - -## BETA -- [ ] Implement CEF - - [ ] Create custom HTML HUD - - [ ] Create custom HTML menu - - [ ] Incorporate (precompiled/source?) into project - -- [ ] Consider importing Portal-like entities for non-euclidean geometry - -- [ ] Replays - - [ ] Use ghostingmod as an example of how to make/read the files - - [ ] Make map selection/leaderboards be able to download replays - -- [ ] Spectate system (like replays but streamed online) - - [ ] Use ghostingmod (server) as an example - - [ ] Racing system (like spectating but you can move around) - - [ ] Synchronize start, notified ends - - [ ] Allow disqualifications, drop outs, disconnections - - [ ] Free play online ghosts (Similar to current bhop/surf servers. Community is important.) - -- [ ] Global chat - - [ ] Simple general and map chat via IRC or something - -- [x] func_shootboost: (Potential entity that handles shootboosts (not needed)) - -- [ ] weapon_momentum_gun (Client/Server) - - [ ] "Wire-frame" models for each gun override - - [ ] Edited gun sounds that reference original sounds? - -- [ ] Gamemodes (Ideas) - - [ ] RocketJump -> 100 tick?, no stamina?, autojump? - -## BETA+ (Official Release) -- [ ] Get greenlit - -- [ ] Timer.cpp (Server) - - [ ] Include the extra security measures diff --git a/mp/game/momentum/bin/game_shader_generic_eshader_2013.dll b/mp/game/momentum/bin/game_shader_generic_eshader_2013.dll new file mode 100644 index 0000000000..4001f6caea Binary files /dev/null and b/mp/game/momentum/bin/game_shader_generic_eshader_2013.dll differ diff --git a/mp/game/momentum/bin/shadereditor_2013.dll b/mp/game/momentum/bin/shadereditor_2013.dll new file mode 100644 index 0000000000..1c2a9c01b2 Binary files /dev/null and b/mp/game/momentum/bin/shadereditor_2013.dll differ diff --git a/mp/game/momentum/cfg/config_default.cfg b/mp/game/momentum/cfg/config_default.cfg index c84c0051cd..f92a2c3f18 100644 --- a/mp/game/momentum/cfg/config_default.cfg +++ b/mp/game/momentum/cfg/config_default.cfg @@ -15,8 +15,7 @@ bind "CTRL" "+duck" bind "e" "+use" bind "c" "impulse 50" bind "r" "+reload" -bind "ALT" "+walk" -bind "SHIFT" "+speed" +bind "SHIFT" "+walk" bind "MOUSE1" "+attack" bind "MOUSE2" "+attack2" bind "f" "impulse 100" @@ -39,7 +38,7 @@ bind "g" "phys_swap" bind "y" "messagemode" bind "u" "messagemode2" bind "k" "+voicerecord" -//Momentum releated +//Momentum related bind "F5" "mom_restart" bind "F6" "mom_reset" bind "z" "showCPmenu" diff --git a/mp/game/momentum/cfg/valve.rc b/mp/game/momentum/cfg/valve.rc index e3abfaa662..09a2b13946 100644 --- a/mp/game/momentum/cfg/valve.rc +++ b/mp/game/momentum/cfg/valve.rc @@ -13,4 +13,6 @@ exec autoexec.cfg // stuffcmds sv_unlockedchapters 99 //Random background selection -startupmenu \ No newline at end of file +startupmenu +//"fix" for demo playback stutter bug. MOM_TODO: fix this for realzies +demo_interpolateview 0 diff --git a/mp/game/momentum/maps/bhop_eazy.bsp b/mp/game/momentum/maps/bhop_eazy.bsp new file mode 100644 index 0000000000..3f7bfeca4a Binary files /dev/null and b/mp/game/momentum/maps/bhop_eazy.bsp differ diff --git a/mp/game/momentum/materials/detail/detailsprites_editor.vmt b/mp/game/momentum/materials/detail/detailsprites_editor.vmt new file mode 100644 index 0000000000..dc012d6741 --- /dev/null +++ b/mp/game/momentum/materials/detail/detailsprites_editor.vmt @@ -0,0 +1,6 @@ +"EDITOR_SHADER" +{ + "$SHADERNAME" "detail_prop_shader" + + "$basetexture" "detail/grass_sprites" +} diff --git a/mp/game/momentum/materials/detail/grass_lawn_cut.vmt b/mp/game/momentum/materials/detail/grass_lawn_cut.vmt new file mode 100644 index 0000000000..0231a246ef --- /dev/null +++ b/mp/game/momentum/materials/detail/grass_lawn_cut.vmt @@ -0,0 +1,8 @@ +"EDITOR_SHADER" +{ + "$SHADERNAME" "detail_prop_shader" + + "$basetexture" "detail/grass_lawn_cut" + //"$grass_spec_color" "[0.367906 0.44 0.1914]" + "$grass_spec_color" "[0.8 1.0 0.3]" +} diff --git a/mp/game/momentum/materials/detail/grass_lawn_cut.vtf b/mp/game/momentum/materials/detail/grass_lawn_cut.vtf new file mode 100644 index 0000000000..8d0501d4df Binary files /dev/null and b/mp/game/momentum/materials/detail/grass_lawn_cut.vtf differ diff --git a/mp/game/momentum/materials/detail/grass_lawn_cut_dark.vmt b/mp/game/momentum/materials/detail/grass_lawn_cut_dark.vmt new file mode 100644 index 0000000000..e87a874b15 --- /dev/null +++ b/mp/game/momentum/materials/detail/grass_lawn_cut_dark.vmt @@ -0,0 +1,7 @@ +"EDITOR_SHADER" +{ + "$SHADERNAME" "detail_prop_shader" + + "$basetexture" "detail/grass_lawn_cut_dark" + "$grass_spec_color" "[0.7 0.6 0.5]" +} diff --git a/mp/game/momentum/materials/detail/grass_lawn_cut_dark.vtf b/mp/game/momentum/materials/detail/grass_lawn_cut_dark.vtf new file mode 100644 index 0000000000..3c03999de5 Binary files /dev/null and b/mp/game/momentum/materials/detail/grass_lawn_cut_dark.vtf differ diff --git a/mp/game/momentum/materials/detail/grass_lawn_cut_lite.vmt b/mp/game/momentum/materials/detail/grass_lawn_cut_lite.vmt new file mode 100644 index 0000000000..8f7d82fc4c --- /dev/null +++ b/mp/game/momentum/materials/detail/grass_lawn_cut_lite.vmt @@ -0,0 +1,7 @@ +"EDITOR_SHADER" +{ + "$SHADERNAME" "detail_prop_shader" + + "$basetexture" "detail/grass_lawn_cut_lite" + "$grass_spec_color" "[0.7 0.6 0.4]" +} diff --git a/mp/game/momentum/materials/detail/grass_lawn_cut_lite.vtf b/mp/game/momentum/materials/detail/grass_lawn_cut_lite.vtf new file mode 100644 index 0000000000..d3c87bb831 Binary files /dev/null and b/mp/game/momentum/materials/detail/grass_lawn_cut_lite.vtf differ diff --git a/mp/game/momentum/materials/detail/grass_sprites.vtf b/mp/game/momentum/materials/detail/grass_sprites.vtf new file mode 100644 index 0000000000..11f760266c Binary files /dev/null and b/mp/game/momentum/materials/detail/grass_sprites.vtf differ diff --git a/mp/game/momentum/materials/detail/grass_sprites_spec.vtf b/mp/game/momentum/materials/detail/grass_sprites_spec.vtf new file mode 100644 index 0000000000..70806e8481 Binary files /dev/null and b/mp/game/momentum/materials/detail/grass_sprites_spec.vtf differ diff --git a/mp/game/momentum/materials/dev_nyro/dev_blue_b-02.vtf b/mp/game/momentum/materials/dev_nyro/dev_blue_b-02.vtf new file mode 100644 index 0000000000..3a7906b753 Binary files /dev/null and b/mp/game/momentum/materials/dev_nyro/dev_blue_b-02.vtf differ diff --git a/mp/game/momentum/materials/dev_nyro/dev_blue_b-04.vtf b/mp/game/momentum/materials/dev_nyro/dev_blue_b-04.vtf new file mode 100644 index 0000000000..179a51be38 Binary files /dev/null and b/mp/game/momentum/materials/dev_nyro/dev_blue_b-04.vtf differ diff --git a/mp/game/momentum/materials/dev_nyro/dev_blue_b-05.vtf b/mp/game/momentum/materials/dev_nyro/dev_blue_b-05.vtf new file mode 100644 index 0000000000..98e9d023ac Binary files /dev/null and b/mp/game/momentum/materials/dev_nyro/dev_blue_b-05.vtf differ diff --git a/mp/game/momentum/materials/dev_nyro/dev_gray-01.vtf b/mp/game/momentum/materials/dev_nyro/dev_gray-01.vtf new file mode 100644 index 0000000000..80bc86de8a Binary files /dev/null and b/mp/game/momentum/materials/dev_nyro/dev_gray-01.vtf differ diff --git a/mp/game/momentum/materials/dev_nyro/dev_gray-03.vmt b/mp/game/momentum/materials/dev_nyro/dev_gray-03.vmt new file mode 100644 index 0000000000..207636cb55 --- /dev/null +++ b/mp/game/momentum/materials/dev_nyro/dev_gray-03.vmt @@ -0,0 +1,4 @@ +"LightmappedGeneric" +{ +"$basetexture" "dev_nyro\dev_gray-03" +} diff --git a/mp/game/momentum/materials/dev_nyro/dev_gray-03.vtf b/mp/game/momentum/materials/dev_nyro/dev_gray-03.vtf new file mode 100644 index 0000000000..3c712b75b4 Binary files /dev/null and b/mp/game/momentum/materials/dev_nyro/dev_gray-03.vtf differ diff --git a/mp/game/momentum/materials/dev_nyro/dev_gray-04.vtf b/mp/game/momentum/materials/dev_nyro/dev_gray-04.vtf new file mode 100644 index 0000000000..2d258eb363 Binary files /dev/null and b/mp/game/momentum/materials/dev_nyro/dev_gray-04.vtf differ diff --git a/mp/game/momentum/materials/dev_nyro/dev_gray-05.vmt b/mp/game/momentum/materials/dev_nyro/dev_gray-05.vmt new file mode 100644 index 0000000000..f9ed31da98 --- /dev/null +++ b/mp/game/momentum/materials/dev_nyro/dev_gray-05.vmt @@ -0,0 +1,4 @@ +"LightmappedGeneric" +{ +"$basetexture" "dev_nyro\dev_gray-05" +} diff --git a/mp/game/momentum/materials/dev_nyro/dev_gray-05.vtf b/mp/game/momentum/materials/dev_nyro/dev_gray-05.vtf new file mode 100644 index 0000000000..cb85ed6a61 Binary files /dev/null and b/mp/game/momentum/materials/dev_nyro/dev_gray-05.vtf differ diff --git a/mp/game/momentum/materials/dev_nyro/dev_gray-06.vmt b/mp/game/momentum/materials/dev_nyro/dev_gray-06.vmt new file mode 100644 index 0000000000..36f161d01a --- /dev/null +++ b/mp/game/momentum/materials/dev_nyro/dev_gray-06.vmt @@ -0,0 +1,4 @@ +"LightmappedGeneric" +{ +"$basetexture" "dev_nyro\dev_gray-06" +} diff --git a/mp/game/momentum/materials/dev_nyro/dev_gray-06.vtf b/mp/game/momentum/materials/dev_nyro/dev_gray-06.vtf new file mode 100644 index 0000000000..f77678fe54 Binary files /dev/null and b/mp/game/momentum/materials/dev_nyro/dev_gray-06.vtf differ diff --git a/mp/game/momentum/materials/dev_nyro/dev_gray-07.vmt b/mp/game/momentum/materials/dev_nyro/dev_gray-07.vmt new file mode 100644 index 0000000000..a61b86ae50 --- /dev/null +++ b/mp/game/momentum/materials/dev_nyro/dev_gray-07.vmt @@ -0,0 +1,4 @@ +"LightmappedGeneric" +{ +"$basetexture" "dev_nyro\dev_gray-07" +} diff --git a/mp/game/momentum/materials/dev_nyro/dev_gray-07.vtf b/mp/game/momentum/materials/dev_nyro/dev_gray-07.vtf new file mode 100644 index 0000000000..82bee7c689 Binary files /dev/null and b/mp/game/momentum/materials/dev_nyro/dev_gray-07.vtf differ diff --git a/mp/game/momentum/materials/dev_nyro/dev_gray-08.vmt b/mp/game/momentum/materials/dev_nyro/dev_gray-08.vmt new file mode 100644 index 0000000000..5666144e95 --- /dev/null +++ b/mp/game/momentum/materials/dev_nyro/dev_gray-08.vmt @@ -0,0 +1,4 @@ +"LightmappedGeneric" +{ +"$basetexture" "dev_nyro\dev_gray-08" +} diff --git a/mp/game/momentum/materials/dev_nyro/dev_gray-08.vtf b/mp/game/momentum/materials/dev_nyro/dev_gray-08.vtf new file mode 100644 index 0000000000..90e739c391 Binary files /dev/null and b/mp/game/momentum/materials/dev_nyro/dev_gray-08.vtf differ diff --git a/mp/game/momentum/materials/dev_nyro/dev_gray-09.vmt b/mp/game/momentum/materials/dev_nyro/dev_gray-09.vmt new file mode 100644 index 0000000000..4a56be738e --- /dev/null +++ b/mp/game/momentum/materials/dev_nyro/dev_gray-09.vmt @@ -0,0 +1,4 @@ +"LightmappedGeneric" +{ +"$basetexture" "dev_nyro\dev_gray-09" +} diff --git a/mp/game/momentum/materials/dev_nyro/dev_gray-09.vtf b/mp/game/momentum/materials/dev_nyro/dev_gray-09.vtf new file mode 100644 index 0000000000..7d208b3798 Binary files /dev/null and b/mp/game/momentum/materials/dev_nyro/dev_gray-09.vtf differ diff --git a/mp/game/momentum/materials/dev_nyro/dev_gray-10.vtf b/mp/game/momentum/materials/dev_nyro/dev_gray-10.vtf new file mode 100644 index 0000000000..c04a9d7cf9 Binary files /dev/null and b/mp/game/momentum/materials/dev_nyro/dev_gray-10.vtf differ diff --git a/mp/game/momentum/materials/dev_nyro/dev_gray-11.vtf b/mp/game/momentum/materials/dev_nyro/dev_gray-11.vtf new file mode 100644 index 0000000000..c64ae3f5cc Binary files /dev/null and b/mp/game/momentum/materials/dev_nyro/dev_gray-11.vtf differ diff --git a/mp/game/momentum/materials/dev_nyro/dev_gray-12.vtf b/mp/game/momentum/materials/dev_nyro/dev_gray-12.vtf new file mode 100644 index 0000000000..5bad85b896 Binary files /dev/null and b/mp/game/momentum/materials/dev_nyro/dev_gray-12.vtf differ diff --git a/mp/game/momentum/materials/dev_nyro/dev_gray-13.vtf b/mp/game/momentum/materials/dev_nyro/dev_gray-13.vtf new file mode 100644 index 0000000000..61f1149108 Binary files /dev/null and b/mp/game/momentum/materials/dev_nyro/dev_gray-13.vtf differ diff --git a/mp/game/momentum/materials/dev_nyro/dev_gray-14.vtf b/mp/game/momentum/materials/dev_nyro/dev_gray-14.vtf new file mode 100644 index 0000000000..1f808c3811 Binary files /dev/null and b/mp/game/momentum/materials/dev_nyro/dev_gray-14.vtf differ diff --git a/mp/game/momentum/materials/dev_nyro/dev_gray-15.vtf b/mp/game/momentum/materials/dev_nyro/dev_gray-15.vtf new file mode 100644 index 0000000000..d657046a76 Binary files /dev/null and b/mp/game/momentum/materials/dev_nyro/dev_gray-15.vtf differ diff --git a/mp/game/momentum/materials/dev_nyro/dev_gray-16.vtf b/mp/game/momentum/materials/dev_nyro/dev_gray-16.vtf new file mode 100644 index 0000000000..de4626c359 Binary files /dev/null and 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Binary files /dev/null and b/mp/game/momentum/materials/dev_nyro/dev_gray-20.vtf differ diff --git a/mp/game/momentum/materials/dev_nyro/dev_gray-21.vmt b/mp/game/momentum/materials/dev_nyro/dev_gray-21.vmt new file mode 100644 index 0000000000..45b09ea3a2 --- /dev/null +++ b/mp/game/momentum/materials/dev_nyro/dev_gray-21.vmt @@ -0,0 +1,4 @@ +"LightmappedGeneric" +{ +"$basetexture" "dev_nyro\dev_gray-21" +} diff --git a/mp/game/momentum/materials/dev_nyro/dev_gray-21.vtf b/mp/game/momentum/materials/dev_nyro/dev_gray-21.vtf new file mode 100644 index 0000000000..6b47e257d7 Binary files /dev/null and b/mp/game/momentum/materials/dev_nyro/dev_gray-21.vtf differ diff --git a/mp/game/momentum/materials/dev_nyro/dev_green_a-03.vtf b/mp/game/momentum/materials/dev_nyro/dev_green_a-03.vtf new file mode 100644 index 0000000000..9244903f1c Binary files /dev/null and b/mp/game/momentum/materials/dev_nyro/dev_green_a-03.vtf differ diff --git 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b/mp/game/momentum/materials/models/props/dev_nyro/dev_blue_b-02.vmt @@ -0,0 +1,5 @@ +"vertexlitgeneric" +{ +"$model" "1" +"$basetexture" "dev_nyro\dev_blue_b-02" +} diff --git a/mp/game/momentum/materials/models/props/dev_nyro/dev_blue_b-05.vmt b/mp/game/momentum/materials/models/props/dev_nyro/dev_blue_b-05.vmt new file mode 100644 index 0000000000..5be67da4c3 --- /dev/null +++ b/mp/game/momentum/materials/models/props/dev_nyro/dev_blue_b-05.vmt @@ -0,0 +1,5 @@ +"vertexlitgeneric" +{ +"$model" "1" +"$basetexture" "dev_nyro\dev_blue_b-05" +} diff --git a/mp/game/momentum/materials/models/props/dev_nyro/dev_gray-03.vmt b/mp/game/momentum/materials/models/props/dev_nyro/dev_gray-03.vmt new file mode 100644 index 0000000000..6768dfeee7 --- /dev/null +++ b/mp/game/momentum/materials/models/props/dev_nyro/dev_gray-03.vmt @@ -0,0 +1,5 @@ +"vertexlitgeneric" +{ +"$model" "1" +"$basetexture" "dev_nyro\dev_gray-03" +} diff --git a/mp/game/momentum/materials/models/props/dev_nyro/dev_gray-05.vmt b/mp/game/momentum/materials/models/props/dev_nyro/dev_gray-05.vmt new file mode 100644 index 0000000000..4315481467 --- /dev/null +++ b/mp/game/momentum/materials/models/props/dev_nyro/dev_gray-05.vmt @@ -0,0 +1,5 @@ +"vertexlitgeneric" +{ +"$model" "1" +"$basetexture" "dev_nyro\dev_gray-05" +} diff --git a/mp/game/momentum/materials/models/props/dev_nyro/dev_gray-07.vmt b/mp/game/momentum/materials/models/props/dev_nyro/dev_gray-07.vmt new file mode 100644 index 0000000000..f527a59d7b --- /dev/null +++ b/mp/game/momentum/materials/models/props/dev_nyro/dev_gray-07.vmt @@ -0,0 +1,5 @@ +"vertexlitgeneric" +{ +"$model" "1" +"$basetexture" "dev_nyro\dev_gray-07" +} diff --git a/mp/game/momentum/materials/models/props/dev_nyro/dev_gray-09.vmt b/mp/game/momentum/materials/models/props/dev_nyro/dev_gray-09.vmt new file mode 100644 index 0000000000..7afa6ecadf --- /dev/null +++ b/mp/game/momentum/materials/models/props/dev_nyro/dev_gray-09.vmt @@ -0,0 +1,5 @@ +"vertexlitgeneric" +{ +"$model" "1" +"$basetexture" "dev_nyro\dev_gray-09" +} diff --git a/mp/game/momentum/materials/models/props/dev_nyro/dev_gray-10.vmt b/mp/game/momentum/materials/models/props/dev_nyro/dev_gray-10.vmt new file mode 100644 index 0000000000..e50a571ca8 --- /dev/null +++ b/mp/game/momentum/materials/models/props/dev_nyro/dev_gray-10.vmt @@ -0,0 +1,5 @@ +"vertexlitgeneric" +{ +"$model" "1" +"$basetexture" "dev_nyro\dev_gray-10" +} diff --git a/mp/game/momentum/materials/models/props/dev_nyro/dev_gray-11.vmt b/mp/game/momentum/materials/models/props/dev_nyro/dev_gray-11.vmt new file mode 100644 index 0000000000..68bff9defd --- /dev/null +++ b/mp/game/momentum/materials/models/props/dev_nyro/dev_gray-11.vmt @@ -0,0 +1,5 @@ +"vertexlitgeneric" +{ +"$model" "1" +"$basetexture" "dev_nyro\dev_gray-11" +} diff --git a/mp/game/momentum/materials/models/props/dev_nyro/dev_gray-13.vmt b/mp/game/momentum/materials/models/props/dev_nyro/dev_gray-13.vmt new file mode 100644 index 0000000000..92b8c1690a --- /dev/null +++ b/mp/game/momentum/materials/models/props/dev_nyro/dev_gray-13.vmt @@ -0,0 +1,5 @@ +"vertexlitgeneric" +{ +"$model" "1" +"$basetexture" "dev_nyro\dev_gray-13" +} diff --git a/mp/game/momentum/materials/models/props/dev_nyro/dev_gray-15.vmt b/mp/game/momentum/materials/models/props/dev_nyro/dev_gray-15.vmt new file mode 100644 index 0000000000..2f90edee15 --- /dev/null +++ b/mp/game/momentum/materials/models/props/dev_nyro/dev_gray-15.vmt @@ -0,0 +1,5 @@ +"vertexlitgeneric" +{ +"$model" "1" +"$basetexture" "dev_nyro\dev_gray-15" +} diff --git a/mp/game/momentum/materials/models/props/dev_nyro/dev_gray-17.vmt b/mp/game/momentum/materials/models/props/dev_nyro/dev_gray-17.vmt new file mode 100644 index 0000000000..3f03855fa1 --- /dev/null +++ b/mp/game/momentum/materials/models/props/dev_nyro/dev_gray-17.vmt @@ -0,0 +1,5 @@ +"vertexlitgeneric" +{ +"$model" "1" +"$basetexture" "dev_nyro\dev_gray-17" +} diff --git a/mp/game/momentum/materials/models/props/dev_nyro/dev_gray-19.vmt b/mp/game/momentum/materials/models/props/dev_nyro/dev_gray-19.vmt new file mode 100644 index 0000000000..784b6daf92 --- /dev/null +++ b/mp/game/momentum/materials/models/props/dev_nyro/dev_gray-19.vmt @@ -0,0 +1,5 @@ +"vertexlitgeneric" +{ +"$model" "1" +"$basetexture" "dev_nyro\dev_gray-19" +} diff --git a/mp/game/momentum/materials/models/props/dev_nyro/dev_gray-21.vmt b/mp/game/momentum/materials/models/props/dev_nyro/dev_gray-21.vmt new file mode 100644 index 0000000000..2eace71850 --- /dev/null +++ b/mp/game/momentum/materials/models/props/dev_nyro/dev_gray-21.vmt @@ -0,0 +1,5 @@ +"vertexlitgeneric" +{ +"$model" "1" +"$basetexture" "dev_nyro\dev_gray-21" +} diff --git a/mp/game/momentum/materials/models/props/dev_nyro/dev_green_a-03.vmt b/mp/game/momentum/materials/models/props/dev_nyro/dev_green_a-03.vmt new file mode 100644 index 0000000000..ca6e9c31d1 --- /dev/null +++ b/mp/game/momentum/materials/models/props/dev_nyro/dev_green_a-03.vmt @@ -0,0 +1,5 @@ +"vertexlitgeneric" +{ +"$model" "1" +"$basetexture" "dev_nyro\dev_green_a-03" +} diff --git a/mp/game/momentum/materials/models/props/dev_nyro/dev_orange_b-04.vmt b/mp/game/momentum/materials/models/props/dev_nyro/dev_orange_b-04.vmt new file mode 100644 index 0000000000..e5bcf8d015 --- /dev/null +++ b/mp/game/momentum/materials/models/props/dev_nyro/dev_orange_b-04.vmt @@ -0,0 +1,5 @@ +"vertexlitgeneric" +{ +"$model" "1" +"$basetexture" "dev_nyro\dev_orange_b-04" +} diff --git a/mp/game/momentum/materials/models/props/dev_nyro/dev_wireframe.vmt b/mp/game/momentum/materials/models/props/dev_nyro/dev_wireframe.vmt new file mode 100644 index 0000000000..6a335a2765 --- /dev/null +++ b/mp/game/momentum/materials/models/props/dev_nyro/dev_wireframe.vmt @@ -0,0 +1,6 @@ +"wireframe" +{ +"$model" "1" +"$basetexture" "dev_nyro\dev_gray-21" +"$nocull" "1" +} diff --git a/mp/game/momentum/materials/models/props/dev_nyro/glow_blue_b-04.vmt b/mp/game/momentum/materials/models/props/dev_nyro/glow_blue_b-04.vmt new file mode 100644 index 0000000000..2384efd1e6 --- /dev/null +++ b/mp/game/momentum/materials/models/props/dev_nyro/glow_blue_b-04.vmt @@ -0,0 +1,6 @@ +"unlitgeneric" +{ +"$model" "1" +"$selfillum" "1" +"$basetexture" "dev_nyro\dev_blue_b-04" +} diff --git a/mp/game/momentum/materials/models/props/dev_nyro/glow_gray-01.vmt b/mp/game/momentum/materials/models/props/dev_nyro/glow_gray-01.vmt new file mode 100644 index 0000000000..c2ef3e7d85 --- /dev/null +++ b/mp/game/momentum/materials/models/props/dev_nyro/glow_gray-01.vmt @@ -0,0 +1,6 @@ +"unlitgeneric" +{ +"$model" "1" +"$selfillum" "1" +"$basetexture" "dev_nyro\dev_gray-01" +} diff --git a/mp/game/momentum/materials/models/props/dev_nyro/glow_gray-03.vmt b/mp/game/momentum/materials/models/props/dev_nyro/glow_gray-03.vmt new file mode 100644 index 0000000000..3096ba69ed --- /dev/null +++ b/mp/game/momentum/materials/models/props/dev_nyro/glow_gray-03.vmt @@ -0,0 +1,6 @@ +"unlitgeneric" +{ +"$model" "1" +"$selfillum" "1" +"$basetexture" "dev_nyro\dev_gray-03" +} diff --git a/mp/game/momentum/materials/models/props/dev_nyro/glow_gray-04.vmt b/mp/game/momentum/materials/models/props/dev_nyro/glow_gray-04.vmt new file mode 100644 index 0000000000..4a80983357 --- /dev/null +++ b/mp/game/momentum/materials/models/props/dev_nyro/glow_gray-04.vmt @@ -0,0 +1,6 @@ +"unlitgeneric" +{ +"$model" "1" +"$selfillum" "1" +"$basetexture" "dev_nyro\dev_gray-04" +} diff --git a/mp/game/momentum/materials/models/props/dev_nyro/glow_gray-06.vmt b/mp/game/momentum/materials/models/props/dev_nyro/glow_gray-06.vmt new file mode 100644 index 0000000000..ddba3e57ea --- /dev/null +++ b/mp/game/momentum/materials/models/props/dev_nyro/glow_gray-06.vmt @@ -0,0 +1,6 @@ +"unlitgeneric" +{ +"$model" "1" +"$selfillum" "1" +"$basetexture" "dev_nyro\dev_gray-06" +} diff --git a/mp/game/momentum/materials/models/props/dev_nyro/glow_gray-07.vmt b/mp/game/momentum/materials/models/props/dev_nyro/glow_gray-07.vmt new file mode 100644 index 0000000000..7d6288c41e --- /dev/null +++ b/mp/game/momentum/materials/models/props/dev_nyro/glow_gray-07.vmt @@ -0,0 +1,6 @@ +"unlitgeneric" +{ +"$model" "1" +"$selfillum" "1" +"$basetexture" "dev_nyro\dev_gray-07" +} diff --git a/mp/game/momentum/materials/models/props/dev_nyro/glow_gray-09.vmt b/mp/game/momentum/materials/models/props/dev_nyro/glow_gray-09.vmt new file mode 100644 index 0000000000..1eebf2b1bb --- /dev/null +++ b/mp/game/momentum/materials/models/props/dev_nyro/glow_gray-09.vmt @@ -0,0 +1,6 @@ +"unlitgeneric" +{ +"$model" "1" +"$selfillum" "1" +"$basetexture" "dev_nyro\dev_gray-09" +} diff --git a/mp/game/momentum/materials/models/props/dev_nyro/glow_gray-10.vmt b/mp/game/momentum/materials/models/props/dev_nyro/glow_gray-10.vmt new file mode 100644 index 0000000000..a43d5c1c34 --- /dev/null +++ b/mp/game/momentum/materials/models/props/dev_nyro/glow_gray-10.vmt @@ -0,0 +1,6 @@ +"unlitgeneric" +{ +"$model" "1" +"$selfillum" "1" +"$basetexture" "dev_nyro\dev_gray-10" +} diff --git a/mp/game/momentum/materials/models/props/dev_nyro/glow_gray-12.vmt b/mp/game/momentum/materials/models/props/dev_nyro/glow_gray-12.vmt new file mode 100644 index 0000000000..66f027b05d --- /dev/null +++ b/mp/game/momentum/materials/models/props/dev_nyro/glow_gray-12.vmt @@ -0,0 +1,6 @@ +"unlitgeneric" +{ +"$model" "1" +"$selfillum" "1" +"$basetexture" "dev_nyro\dev_gray-12" +} diff --git a/mp/game/momentum/materials/models/props/dev_nyro/glow_gray-13.vmt b/mp/game/momentum/materials/models/props/dev_nyro/glow_gray-13.vmt new file mode 100644 index 0000000000..ec5d774cae --- /dev/null +++ b/mp/game/momentum/materials/models/props/dev_nyro/glow_gray-13.vmt @@ -0,0 +1,6 @@ +"unlitgeneric" +{ +"$model" "1" +"$selfillum" "1" +"$basetexture" "dev_nyro\dev_gray-13" +} diff --git a/mp/game/momentum/materials/models/props/dev_nyro/glow_gray-15.vmt b/mp/game/momentum/materials/models/props/dev_nyro/glow_gray-15.vmt new file mode 100644 index 0000000000..bca801c658 --- /dev/null +++ b/mp/game/momentum/materials/models/props/dev_nyro/glow_gray-15.vmt @@ -0,0 +1,6 @@ +"unlitgeneric" +{ +"$model" "1" +"$selfillum" "1" +"$basetexture" "dev_nyro\dev_gray-15" +} diff --git a/mp/game/momentum/materials/models/props/dev_nyro/glow_gray-16.vmt b/mp/game/momentum/materials/models/props/dev_nyro/glow_gray-16.vmt new file mode 100644 index 0000000000..200da96b82 --- /dev/null +++ b/mp/game/momentum/materials/models/props/dev_nyro/glow_gray-16.vmt @@ -0,0 +1,6 @@ +"unlitgeneric" +{ +"$model" "1" +"$selfillum" "1" +"$basetexture" "dev_nyro\dev_gray-16" +} diff --git a/mp/game/momentum/materials/models/props/dev_nyro/glow_gray-18.vmt b/mp/game/momentum/materials/models/props/dev_nyro/glow_gray-18.vmt new file mode 100644 index 0000000000..0c31b01271 --- /dev/null +++ b/mp/game/momentum/materials/models/props/dev_nyro/glow_gray-18.vmt @@ -0,0 +1,6 @@ +"unlitgeneric" +{ +"$model" "1" +"$selfillum" "1" +"$basetexture" "dev_nyro\dev_gray-18" +} diff --git a/mp/game/momentum/materials/models/props/dev_nyro/glow_gray-20.vmt b/mp/game/momentum/materials/models/props/dev_nyro/glow_gray-20.vmt new file mode 100644 index 0000000000..e6b04cf8b5 --- /dev/null +++ b/mp/game/momentum/materials/models/props/dev_nyro/glow_gray-20.vmt @@ -0,0 +1,6 @@ +"unlitgeneric" +{ +"$model" "1" +"$selfillum" "1" +"$basetexture" "dev_nyro\dev_gray-20" +} diff --git a/mp/game/momentum/materials/models/props/dev_nyro/glow_gray-21.vmt b/mp/game/momentum/materials/models/props/dev_nyro/glow_gray-21.vmt new file mode 100644 index 0000000000..97f93a430e --- /dev/null +++ b/mp/game/momentum/materials/models/props/dev_nyro/glow_gray-21.vmt @@ -0,0 +1,6 @@ +"unlitgeneric" +{ +"$model" "1" +"$selfillum" "1" +"$basetexture" "dev_nyro\dev_gray-21" +} diff --git a/mp/game/momentum/materials/models/props/dev_nyro/glow_green_a-04.vmt b/mp/game/momentum/materials/models/props/dev_nyro/glow_green_a-04.vmt new file mode 100644 index 0000000000..53f42f10b5 --- /dev/null +++ b/mp/game/momentum/materials/models/props/dev_nyro/glow_green_a-04.vmt @@ -0,0 +1,6 @@ +"unlitgeneric" +{ +"$model" "1" +"$selfillum" "1" +"$basetexture" "dev_nyro\dev_green_a-04" +} diff --git a/mp/game/momentum/materials/models/props/dev_nyro/glow_magenta_b-04.vmt b/mp/game/momentum/materials/models/props/dev_nyro/glow_magenta_b-04.vmt new file mode 100644 index 0000000000..fd152e1cbd --- /dev/null +++ b/mp/game/momentum/materials/models/props/dev_nyro/glow_magenta_b-04.vmt @@ -0,0 +1,6 @@ +"unlitgeneric" +{ +"$model" "1" +"$selfillum" "1" +"$basetexture" "dev_nyro\dev_magenta_b-04" +} diff --git a/mp/game/momentum/materials/models/props/dev_nyro/glow_orange_b-04.vmt b/mp/game/momentum/materials/models/props/dev_nyro/glow_orange_b-04.vmt new file mode 100644 index 0000000000..13ed72c843 --- /dev/null +++ b/mp/game/momentum/materials/models/props/dev_nyro/glow_orange_b-04.vmt @@ -0,0 +1,6 @@ +"unlitgeneric" +{ +"$model" "1" +"$selfillum" "1" +"$basetexture" "dev_nyro\dev_orange_b-04" +} diff --git a/mp/game/momentum/materials/models/props/dev_nyro/glow_purple_a-04.vmt b/mp/game/momentum/materials/models/props/dev_nyro/glow_purple_a-04.vmt new file mode 100644 index 0000000000..cb8f8cb0a5 --- /dev/null +++ b/mp/game/momentum/materials/models/props/dev_nyro/glow_purple_a-04.vmt @@ -0,0 +1,6 @@ +"unlitgeneric" +{ +"$model" "1" +"$selfillum" "1" +"$basetexture" "dev_nyro\dev_purple_a-04" +} diff --git a/mp/game/momentum/materials/models/props/dev_nyro/glow_red_a-04.vmt b/mp/game/momentum/materials/models/props/dev_nyro/glow_red_a-04.vmt new file mode 100644 index 0000000000..9d96174636 --- /dev/null +++ b/mp/game/momentum/materials/models/props/dev_nyro/glow_red_a-04.vmt @@ -0,0 +1,6 @@ +"unlitgeneric" +{ +"$model" "1" +"$selfillum" "1" +"$basetexture" "dev_nyro\dev_red_a-04" +} diff --git a/mp/game/momentum/materials/models/props/dev_nyro/glow_yellow_b-04.vmt b/mp/game/momentum/materials/models/props/dev_nyro/glow_yellow_b-04.vmt new file mode 100644 index 0000000000..a463cff6c0 --- /dev/null +++ b/mp/game/momentum/materials/models/props/dev_nyro/glow_yellow_b-04.vmt @@ -0,0 +1,6 @@ +"unlitgeneric" +{ +"$model" "1" +"$selfillum" "1" +"$basetexture" "dev_nyro\dev_yellow_b-04" +} diff --git a/mp/game/momentum/materials/shadereditor/_rt_framebuffer_prev.vmt b/mp/game/momentum/materials/shadereditor/_rt_framebuffer_prev.vmt new file mode 100644 index 0000000000..267b66ca93 --- /dev/null +++ b/mp/game/momentum/materials/shadereditor/_rt_framebuffer_prev.vmt @@ -0,0 +1,5 @@ +"unlitgeneric" +{ + "$basetexture" "_rt_SEdit_FramebufferCopy" + $ignorez 1 +} \ No newline at end of file diff --git a/mp/game/momentum/materials/shadereditor/_rt_ppe.vmt b/mp/game/momentum/materials/shadereditor/_rt_ppe.vmt new file mode 100644 index 0000000000..e1b9cccc8c --- /dev/null +++ b/mp/game/momentum/materials/shadereditor/_rt_ppe.vmt @@ -0,0 +1,6 @@ +"unlitgeneric" +{ + "$basetexture" "_rt_SEdit_pingpong_2" + + "$linearwrite" 0 +} diff --git a/mp/game/momentum/materials/shadereditor/_rtdebug_pp0.vmt b/mp/game/momentum/materials/shadereditor/_rtdebug_pp0.vmt new file mode 100644 index 0000000000..f815be50d1 --- /dev/null +++ b/mp/game/momentum/materials/shadereditor/_rtdebug_pp0.vmt @@ -0,0 +1,6 @@ +"unlitgeneric" +{ + "$basetexture" "_rt_SEdit_pingpong_0" + + "$linearwrite" 1 +} \ No newline at end of file diff --git a/mp/game/momentum/materials/shadereditor/ac_def.vmt b/mp/game/momentum/materials/shadereditor/ac_def.vmt new file mode 100644 index 0000000000..d30498e835 --- /dev/null +++ b/mp/game/momentum/materials/shadereditor/ac_def.vmt @@ -0,0 +1,9 @@ +"UnlitGeneric" +{ + $basetexture "shadereditor/ac_def" + $translucent 1 + $vertexcolor 0 + $vertexalpha 0 + $no_fullbright 1 + $ignorez 1 +} \ No newline at end of file diff --git a/mp/game/momentum/materials/shadereditor/ac_def.vtf b/mp/game/momentum/materials/shadereditor/ac_def.vtf new file mode 100644 index 0000000000..763709bfc0 Binary files /dev/null and b/mp/game/momentum/materials/shadereditor/ac_def.vtf differ diff --git a/mp/game/momentum/materials/shadereditor/ac_func.vmt b/mp/game/momentum/materials/shadereditor/ac_func.vmt new file mode 100644 index 0000000000..3cba2c8956 --- /dev/null +++ b/mp/game/momentum/materials/shadereditor/ac_func.vmt @@ -0,0 +1,9 @@ +"UnlitGeneric" +{ + $basetexture "shadereditor/ac_func" + $translucent 1 + $vertexcolor 0 + $vertexalpha 0 + $no_fullbright 1 + $ignorez 1 +} \ No newline at end of file diff --git a/mp/game/momentum/materials/shadereditor/ac_func.vtf b/mp/game/momentum/materials/shadereditor/ac_func.vtf new file mode 100644 index 0000000000..59287e67d5 Binary files /dev/null and b/mp/game/momentum/materials/shadereditor/ac_func.vtf differ diff --git a/mp/game/momentum/materials/shadereditor/ac_struct.vmt b/mp/game/momentum/materials/shadereditor/ac_struct.vmt new file mode 100644 index 0000000000..2027277065 --- /dev/null +++ b/mp/game/momentum/materials/shadereditor/ac_struct.vmt @@ -0,0 +1,9 @@ +"UnlitGeneric" +{ + $basetexture "shadereditor/ac_struct" + $translucent 1 + $vertexcolor 0 + $vertexalpha 0 + $no_fullbright 1 + $ignorez 1 +} \ No newline at end of file diff --git a/mp/game/momentum/materials/shadereditor/ac_struct.vtf b/mp/game/momentum/materials/shadereditor/ac_struct.vtf new file mode 100644 index 0000000000..ec1853226e Binary files /dev/null and b/mp/game/momentum/materials/shadereditor/ac_struct.vtf differ diff --git a/mp/game/momentum/materials/shadereditor/ac_var.vmt b/mp/game/momentum/materials/shadereditor/ac_var.vmt new file mode 100644 index 0000000000..4f2ac0934a --- /dev/null +++ b/mp/game/momentum/materials/shadereditor/ac_var.vmt @@ -0,0 +1,9 @@ +"UnlitGeneric" +{ + $basetexture "shadereditor/ac_var" + $translucent 1 + $vertexcolor 0 + $vertexalpha 0 + $no_fullbright 1 + $ignorez 1 +} \ No newline at end of file diff --git a/mp/game/momentum/materials/shadereditor/ac_var.vtf b/mp/game/momentum/materials/shadereditor/ac_var.vtf new file mode 100644 index 0000000000..c27a3e3636 Binary files /dev/null and b/mp/game/momentum/materials/shadereditor/ac_var.vtf differ diff --git a/mp/game/momentum/materials/shadereditor/arrow.vmt b/mp/game/momentum/materials/shadereditor/arrow.vmt new file mode 100644 index 0000000000..218fa3b709 --- /dev/null +++ b/mp/game/momentum/materials/shadereditor/arrow.vmt @@ -0,0 +1,30 @@ +"UnlitGeneric" +{ + $basetexture "shadereditor/arrow" + $translucent 1 + $distancealpha 1 + + $softedges 0 + $edgesoftnessstart 0.5 + $edgesoftnessend 0.45 + $scaleedgesoftnessbasedonscreenres 0 + + $glow 1 + $glowcolor "[0 0 0]" + $glowalpha 2.5 + $glowstart .0 + $glowend 1 + + $outline 0 + $outlinecolor "[0.3 0.3 0.3]" + $outlinealpha 0.7 + $outlinestart0 0 + $outlinestart1 0.02 + $outlineend0 0.58 + $outlineend1 0.6 + + $vertexcolor 1 + $vertexalpha 1 + $no_fullbright 1 + $ignorez 1 +} \ No newline at end of file diff --git a/mp/game/momentum/materials/shadereditor/arrow.vtf b/mp/game/momentum/materials/shadereditor/arrow.vtf new file mode 100644 index 0000000000..0bb5212b6b Binary files /dev/null and b/mp/game/momentum/materials/shadereditor/arrow.vtf differ diff --git a/mp/game/momentum/materials/shadereditor/blank.vmt b/mp/game/momentum/materials/shadereditor/blank.vmt new file mode 100644 index 0000000000..d7c4370005 --- /dev/null +++ b/mp/game/momentum/materials/shadereditor/blank.vmt @@ -0,0 +1,6 @@ +"unlitgeneric" +{ + "$vertexalpha" 1 + "$vertexcolor" 1 + //"$linearwrite" 1 +} \ No newline at end of file diff --git a/mp/game/momentum/materials/shadereditor/blank.vtf b/mp/game/momentum/materials/shadereditor/blank.vtf new file mode 100644 index 0000000000..f28b74810b Binary files /dev/null and b/mp/game/momentum/materials/shadereditor/blank.vtf differ diff --git a/mp/game/momentum/materials/shadereditor/busy.vmt b/mp/game/momentum/materials/shadereditor/busy.vmt new file mode 100644 index 0000000000..a46da75766 --- /dev/null +++ b/mp/game/momentum/materials/shadereditor/busy.vmt @@ -0,0 +1,10 @@ +"unlitgeneric" +{ + "$basetexture" "shadereditor/busy" + "$nocull" 1 + "$nofog" 1 + "$ignorez" 1 + "$translucent" 1 + "$vertexalpha" 1 + "$vertexcolor" 1 +} \ No newline at end of file diff --git a/mp/game/momentum/materials/shadereditor/busy.vtf b/mp/game/momentum/materials/shadereditor/busy.vtf new file mode 100644 index 0000000000..5dc62c4f5c Binary files /dev/null and b/mp/game/momentum/materials/shadereditor/busy.vtf differ diff --git a/mp/game/momentum/materials/shadereditor/char_arrow.vmt b/mp/game/momentum/materials/shadereditor/char_arrow.vmt new file mode 100644 index 0000000000..b1a7bf57e2 --- /dev/null +++ b/mp/game/momentum/materials/shadereditor/char_arrow.vmt @@ -0,0 +1,9 @@ +"UnlitGeneric" +{ + $basetexture "shadereditor/char_arrow" + $translucent 1 + $vertexcolor 1 + $vertexalpha 1 + $no_fullbright 1 + $ignorez 1 +} \ No newline at end of file diff --git a/mp/game/momentum/materials/shadereditor/char_arrow.vtf b/mp/game/momentum/materials/shadereditor/char_arrow.vtf new file mode 100644 index 0000000000..15fbbcf3b3 Binary files /dev/null and b/mp/game/momentum/materials/shadereditor/char_arrow.vtf differ diff --git a/mp/game/momentum/materials/shadereditor/char_cr.vmt b/mp/game/momentum/materials/shadereditor/char_cr.vmt new file mode 100644 index 0000000000..7496675935 --- /dev/null +++ b/mp/game/momentum/materials/shadereditor/char_cr.vmt @@ -0,0 +1,9 @@ +"UnlitGeneric" +{ + $basetexture "shadereditor/char_cr" + $translucent 1 + $vertexcolor 1 + $vertexalpha 1 + $no_fullbright 1 + $ignorez 1 +} \ No newline at end of file diff --git a/mp/game/momentum/materials/shadereditor/char_cr.vtf b/mp/game/momentum/materials/shadereditor/char_cr.vtf new file mode 100644 index 0000000000..492a5eb4c1 Binary files /dev/null and b/mp/game/momentum/materials/shadereditor/char_cr.vtf differ diff --git a/mp/game/momentum/materials/shadereditor/colorpicker.vmt b/mp/game/momentum/materials/shadereditor/colorpicker.vmt new file mode 100644 index 0000000000..7f1d3fac89 --- /dev/null +++ b/mp/game/momentum/materials/shadereditor/colorpicker.vmt @@ -0,0 +1,3 @@ +"COLORPICKER_BLEND" +{ +} \ No newline at end of file diff --git a/mp/game/momentum/materials/shadereditor/colorpicker_hue.vmt b/mp/game/momentum/materials/shadereditor/colorpicker_hue.vmt new file mode 100644 index 0000000000..b3e41c5393 --- /dev/null +++ b/mp/game/momentum/materials/shadereditor/colorpicker_hue.vmt @@ -0,0 +1,10 @@ +"Unlitgeneric" +{ + "$basetexture" "shadereditor/colorpicker_hue" + + "$linearwrite" 1 + "$translucent" 1 + "$vertexcolor" 1 + "$vertexalpha" 1 + "$ignorez" 1 +} \ No newline at end of file diff --git a/mp/game/momentum/materials/shadereditor/colorpicker_hue.vtf b/mp/game/momentum/materials/shadereditor/colorpicker_hue.vtf new file mode 100644 index 0000000000..e1d7bd5e00 Binary files /dev/null and b/mp/game/momentum/materials/shadereditor/colorpicker_hue.vtf differ diff --git a/mp/game/momentum/materials/shadereditor/colorpicker_sv.vmt b/mp/game/momentum/materials/shadereditor/colorpicker_sv.vmt new file mode 100644 index 0000000000..cadc57257d --- /dev/null +++ b/mp/game/momentum/materials/shadereditor/colorpicker_sv.vmt @@ -0,0 +1,10 @@ +"Unlitgeneric" +{ + "$basetexture" "shadereditor/colorpicker_sv" + + "$linearwrite" 1 + "$translucent" 1 + "$vertexcolor" 1 + "$vertexalpha" 1 + "$ignorez" 1 +} \ No newline at end of file diff --git a/mp/game/momentum/materials/shadereditor/colorpicker_sv.vtf b/mp/game/momentum/materials/shadereditor/colorpicker_sv.vtf new file mode 100644 index 0000000000..95ba68f516 Binary files /dev/null and b/mp/game/momentum/materials/shadereditor/colorpicker_sv.vtf differ diff --git a/mp/game/momentum/materials/shadereditor/darken.vmt b/mp/game/momentum/materials/shadereditor/darken.vmt new file mode 100644 index 0000000000..02532a1e2f --- /dev/null +++ b/mp/game/momentum/materials/shadereditor/darken.vmt @@ -0,0 +1,7 @@ +"unlitgeneric" +{ + "$basetexture" "shadereditor/darken" + "$translucent" "1" + + "$vertexalpha" 1 +} \ No newline at end of file diff --git a/mp/game/momentum/materials/shadereditor/darken.vtf b/mp/game/momentum/materials/shadereditor/darken.vtf new file mode 100644 index 0000000000..3ee878ec1c Binary files /dev/null and b/mp/game/momentum/materials/shadereditor/darken.vtf differ diff --git a/mp/game/momentum/materials/shadereditor/grabicon.vmt b/mp/game/momentum/materials/shadereditor/grabicon.vmt new file mode 100644 index 0000000000..0697d64014 --- /dev/null +++ b/mp/game/momentum/materials/shadereditor/grabicon.vmt @@ -0,0 +1,10 @@ +"UnlitGeneric" +{ + $basetexture "shadereditor/grabicon" + $translucent 1 + + $vertexcolor 1 + $vertexalpha 1 + + $ignorez 1 +} \ No newline at end of file diff --git a/mp/game/momentum/materials/shadereditor/grabicon.vtf b/mp/game/momentum/materials/shadereditor/grabicon.vtf new file mode 100644 index 0000000000..1ec5fb5c7c Binary files /dev/null and b/mp/game/momentum/materials/shadereditor/grabicon.vtf differ diff --git a/mp/game/momentum/materials/shadereditor/lock.vmt b/mp/game/momentum/materials/shadereditor/lock.vmt new file mode 100644 index 0000000000..a1088abc66 --- /dev/null +++ b/mp/game/momentum/materials/shadereditor/lock.vmt @@ -0,0 +1,9 @@ +"UnlitGeneric" +{ + $basetexture "shadereditor/lock" + $translucent 1 + $vertexcolor 1 + $vertexalpha 1 + $no_fullbright 1 + $ignorez 1 +} \ No newline at end of file diff --git a/mp/game/momentum/materials/shadereditor/lock.vtf b/mp/game/momentum/materials/shadereditor/lock.vtf new file mode 100644 index 0000000000..a9cc501aa9 Binary files /dev/null and b/mp/game/momentum/materials/shadereditor/lock.vtf differ diff --git a/mp/game/momentum/materials/shadereditor/vguiTexSample.vmt b/mp/game/momentum/materials/shadereditor/vguiTexSample.vmt new file mode 100644 index 0000000000..c15c76362f --- /dev/null +++ b/mp/game/momentum/materials/shadereditor/vguiTexSample.vmt @@ -0,0 +1,8 @@ +"unlitgeneric" +{ + "$basetexture" "shadereditor/blank" + //"$translucent" 1 + + + $ignorez 1 +} \ No newline at end of file diff --git a/mp/game/momentum/materials/texture_samples/color_0.vtf b/mp/game/momentum/materials/texture_samples/color_0.vtf new file mode 100644 index 0000000000..53d1a760a3 Binary files /dev/null and b/mp/game/momentum/materials/texture_samples/color_0.vtf differ diff --git a/mp/game/momentum/materials/texture_samples/cubemap_eyereflection.hdr.vtf b/mp/game/momentum/materials/texture_samples/cubemap_eyereflection.hdr.vtf new file mode 100644 index 0000000000..70fe1f405e Binary files /dev/null and b/mp/game/momentum/materials/texture_samples/cubemap_eyereflection.hdr.vtf differ diff --git a/mp/game/momentum/materials/texture_samples/cubemap_eyereflection.vtf b/mp/game/momentum/materials/texture_samples/cubemap_eyereflection.vtf new file mode 100644 index 0000000000..70fe1f405e Binary files /dev/null and b/mp/game/momentum/materials/texture_samples/cubemap_eyereflection.vtf differ diff --git a/mp/game/momentum/materials/texture_samples/cubemap_stormydays.hdr.vtf b/mp/game/momentum/materials/texture_samples/cubemap_stormydays.hdr.vtf new file mode 100644 index 0000000000..ecbfa88252 Binary files /dev/null and b/mp/game/momentum/materials/texture_samples/cubemap_stormydays.hdr.vtf differ diff --git a/mp/game/momentum/materials/texture_samples/cubemap_stormydays.vtf b/mp/game/momentum/materials/texture_samples/cubemap_stormydays.vtf new file mode 100644 index 0000000000..d39ad0b67b Binary files /dev/null and b/mp/game/momentum/materials/texture_samples/cubemap_stormydays.vtf differ diff --git a/mp/game/momentum/materials/texture_samples/cubemap_uffizi.hdr.vtf b/mp/game/momentum/materials/texture_samples/cubemap_uffizi.hdr.vtf new file mode 100644 index 0000000000..d45c2d4f2e Binary files /dev/null and b/mp/game/momentum/materials/texture_samples/cubemap_uffizi.hdr.vtf differ diff --git a/mp/game/momentum/materials/texture_samples/cubemap_uffizi.vtf b/mp/game/momentum/materials/texture_samples/cubemap_uffizi.vtf new file mode 100644 index 0000000000..7550a3cb7b Binary files /dev/null and b/mp/game/momentum/materials/texture_samples/cubemap_uffizi.vtf differ diff --git a/mp/game/momentum/materials/texture_samples/drew/water_droplets.vtf b/mp/game/momentum/materials/texture_samples/drew/water_droplets.vtf new file mode 100644 index 0000000000..da005c2b49 Binary files /dev/null and b/mp/game/momentum/materials/texture_samples/drew/water_droplets.vtf differ diff --git a/mp/game/momentum/materials/texture_samples/fx_clouds_0.vtf b/mp/game/momentum/materials/texture_samples/fx_clouds_0.vtf new file mode 100644 index 0000000000..bf36445f50 Binary files /dev/null and b/mp/game/momentum/materials/texture_samples/fx_clouds_0.vtf differ diff --git a/mp/game/momentum/materials/texture_samples/fx_clouds_0_normal.vtf b/mp/game/momentum/materials/texture_samples/fx_clouds_0_normal.vtf new file mode 100644 index 0000000000..b000cc57fa Binary files /dev/null and b/mp/game/momentum/materials/texture_samples/fx_clouds_0_normal.vtf differ diff --git a/mp/game/momentum/materials/texture_samples/fx_clouds_1.vtf b/mp/game/momentum/materials/texture_samples/fx_clouds_1.vtf new file mode 100644 index 0000000000..0876eb0b36 Binary files /dev/null and b/mp/game/momentum/materials/texture_samples/fx_clouds_1.vtf differ diff --git a/mp/game/momentum/materials/texture_samples/fx_clouds_2.vtf b/mp/game/momentum/materials/texture_samples/fx_clouds_2.vtf new file mode 100644 index 0000000000..c8e5fc4cd3 Binary files /dev/null and b/mp/game/momentum/materials/texture_samples/fx_clouds_2.vtf differ diff --git a/mp/game/momentum/materials/texture_samples/fx_clouds_3.vtf b/mp/game/momentum/materials/texture_samples/fx_clouds_3.vtf new file mode 100644 index 0000000000..90fb1f941f Binary files /dev/null and b/mp/game/momentum/materials/texture_samples/fx_clouds_3.vtf differ diff --git a/mp/game/momentum/materials/texture_samples/fx_clouds_4.vtf b/mp/game/momentum/materials/texture_samples/fx_clouds_4.vtf new file mode 100644 index 0000000000..1f09df66a9 Binary files /dev/null and b/mp/game/momentum/materials/texture_samples/fx_clouds_4.vtf differ diff --git a/mp/game/momentum/materials/texture_samples/grass_color.vtf b/mp/game/momentum/materials/texture_samples/grass_color.vtf new file mode 100644 index 0000000000..79c0347926 Binary files /dev/null and b/mp/game/momentum/materials/texture_samples/grass_color.vtf differ diff --git a/mp/game/momentum/materials/texture_samples/grass_height.vtf b/mp/game/momentum/materials/texture_samples/grass_height.vtf new file mode 100644 index 0000000000..37704d0d26 Binary files /dev/null and b/mp/game/momentum/materials/texture_samples/grass_height.vtf differ diff --git a/mp/game/momentum/materials/texture_samples/grass_normal.vtf b/mp/game/momentum/materials/texture_samples/grass_normal.vtf new file mode 100644 index 0000000000..fe62d0629f Binary files /dev/null and b/mp/game/momentum/materials/texture_samples/grass_normal.vtf differ diff --git a/mp/game/momentum/materials/texture_samples/ice_0.vtf b/mp/game/momentum/materials/texture_samples/ice_0.vtf new file mode 100644 index 0000000000..0a5a34d790 Binary files /dev/null and b/mp/game/momentum/materials/texture_samples/ice_0.vtf differ diff --git a/mp/game/momentum/materials/texture_samples/ice_1.vtf b/mp/game/momentum/materials/texture_samples/ice_1.vtf new file mode 100644 index 0000000000..7a47b4d15c Binary files /dev/null and b/mp/game/momentum/materials/texture_samples/ice_1.vtf differ diff --git a/mp/game/momentum/materials/texture_samples/ice_2.vtf b/mp/game/momentum/materials/texture_samples/ice_2.vtf new file mode 100644 index 0000000000..53e2c634c8 Binary files /dev/null and b/mp/game/momentum/materials/texture_samples/ice_2.vtf differ diff --git a/mp/game/momentum/materials/texture_samples/ice_3.vtf b/mp/game/momentum/materials/texture_samples/ice_3.vtf new file mode 100644 index 0000000000..63dde646df Binary files /dev/null and b/mp/game/momentum/materials/texture_samples/ice_3.vtf differ diff --git a/mp/game/momentum/materials/texture_samples/matball_01.vtf b/mp/game/momentum/materials/texture_samples/matball_01.vtf new file mode 100644 index 0000000000..bcecf693f6 Binary files /dev/null and b/mp/game/momentum/materials/texture_samples/matball_01.vtf differ diff --git a/mp/game/momentum/materials/texture_samples/matball_02.vtf b/mp/game/momentum/materials/texture_samples/matball_02.vtf new file mode 100644 index 0000000000..9360ab6821 Binary files /dev/null and b/mp/game/momentum/materials/texture_samples/matball_02.vtf 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b/mp/game/momentum/materials/texture_samples/normal_0.vtf new file mode 100644 index 0000000000..74680d101f Binary files /dev/null and b/mp/game/momentum/materials/texture_samples/normal_0.vtf differ diff --git a/mp/game/momentum/materials/texture_samples/normal_1.vtf b/mp/game/momentum/materials/texture_samples/normal_1.vtf new file mode 100644 index 0000000000..7a359eac3f Binary files /dev/null and b/mp/game/momentum/materials/texture_samples/normal_1.vtf differ diff --git a/mp/game/momentum/materials/texture_samples/normal_2.vtf b/mp/game/momentum/materials/texture_samples/normal_2.vtf new file mode 100644 index 0000000000..347494f8c5 Binary files /dev/null and b/mp/game/momentum/materials/texture_samples/normal_2.vtf differ diff --git a/mp/game/momentum/materials/texture_samples/rocks_color.vtf b/mp/game/momentum/materials/texture_samples/rocks_color.vtf new file mode 100644 index 0000000000..5905680619 Binary files /dev/null and b/mp/game/momentum/materials/texture_samples/rocks_color.vtf differ diff --git a/mp/game/momentum/materials/texture_samples/rocks_height.vtf b/mp/game/momentum/materials/texture_samples/rocks_height.vtf new file mode 100644 index 0000000000..7608d38cdb Binary files /dev/null and b/mp/game/momentum/materials/texture_samples/rocks_height.vtf differ diff --git a/mp/game/momentum/materials/texture_samples/rocks_normal.vtf b/mp/game/momentum/materials/texture_samples/rocks_normal.vtf new file mode 100644 index 0000000000..751dbbe3e8 Binary files /dev/null and b/mp/game/momentum/materials/texture_samples/rocks_normal.vtf differ diff --git a/mp/game/momentum/materials/texture_samples/rocks_normal_2.vtf b/mp/game/momentum/materials/texture_samples/rocks_normal_2.vtf new file mode 100644 index 0000000000..3770c28520 Binary files /dev/null and b/mp/game/momentum/materials/texture_samples/rocks_normal_2.vtf differ diff --git a/mp/game/momentum/materials/toggle_editor_lmg.vmt b/mp/game/momentum/materials/toggle_editor_lmg.vmt new file mode 100644 index 0000000000..9277ebf5f8 --- /dev/null +++ b/mp/game/momentum/materials/toggle_editor_lmg.vmt @@ -0,0 +1,4 @@ +//"LightmappedGeneric" +"EDITOR_SHADER" +{ +} \ No newline at end of file diff --git a/mp/game/momentum/materials/toggle_editor_wvt.vmt b/mp/game/momentum/materials/toggle_editor_wvt.vmt new file mode 100644 index 0000000000..fc071f0e79 --- /dev/null +++ b/mp/game/momentum/materials/toggle_editor_wvt.vmt @@ -0,0 +1,4 @@ +//"WorldVertexTransition" +"EDITOR_SHADER" +{ +} \ No newline at end of file diff --git a/mp/game/momentum/materials/vgui/close_button.vmt b/mp/game/momentum/materials/vgui/close_button.vmt new file mode 100644 index 0000000000..abb51e593c --- /dev/null +++ b/mp/game/momentum/materials/vgui/close_button.vmt @@ -0,0 +1,6 @@ +"UnlitGeneric" +{ + "$basetexture" "vgui\close_button" + "$translucent" 1 + "$ignorez" 1 +} \ No newline at end of file diff --git a/mp/game/momentum/materials/vgui/close_button.vtf b/mp/game/momentum/materials/vgui/close_button.vtf new file mode 100644 index 0000000000..f90b956a55 Binary files /dev/null and b/mp/game/momentum/materials/vgui/close_button.vtf differ diff --git a/mp/game/momentum/materials/vgui/left_arrow_button.vmt b/mp/game/momentum/materials/vgui/left_arrow_button.vmt new file mode 100644 index 0000000000..2ce04a90dc --- /dev/null +++ b/mp/game/momentum/materials/vgui/left_arrow_button.vmt @@ -0,0 +1,6 @@ +"UnlitGeneric" +{ + "$basetexture" "vgui\left_arrow_button" + "$translucent" 1 + "$ignorez" 1 +} \ No newline at end of file diff --git a/mp/game/momentum/materials/vgui/left_arrow_button.vtf b/mp/game/momentum/materials/vgui/left_arrow_button.vtf new file mode 100644 index 0000000000..d3f09fa246 Binary files /dev/null and b/mp/game/momentum/materials/vgui/left_arrow_button.vtf differ diff --git a/mp/game/momentum/materials/vgui/left_arrow_button_grey.vmt b/mp/game/momentum/materials/vgui/left_arrow_button_grey.vmt new file mode 100644 index 0000000000..03d0b0a2d0 --- /dev/null +++ b/mp/game/momentum/materials/vgui/left_arrow_button_grey.vmt @@ -0,0 +1,6 @@ +"UnlitGeneric" +{ + "$basetexture" "vgui\left_arrow_button_grey" + "$translucent" 1 + "$ignorez" 1 +} \ No newline at end of file diff --git a/mp/game/momentum/materials/vgui/left_arrow_button_grey.vtf b/mp/game/momentum/materials/vgui/left_arrow_button_grey.vtf new file mode 100644 index 0000000000..90deecb45e Binary files /dev/null and b/mp/game/momentum/materials/vgui/left_arrow_button_grey.vtf differ diff --git a/mp/game/momentum/materials/vgui/loop_button.vmt b/mp/game/momentum/materials/vgui/loop_button.vmt new file mode 100644 index 0000000000..590365225e --- /dev/null +++ b/mp/game/momentum/materials/vgui/loop_button.vmt @@ -0,0 +1,6 @@ +"UnlitGeneric" +{ + "$basetexture" "vgui\loop_button" + "$translucent" 1 + "$ignorez" 1 +} \ No newline at end of file diff --git a/mp/game/momentum/materials/vgui/loop_button.vtf b/mp/game/momentum/materials/vgui/loop_button.vtf new file mode 100644 index 0000000000..2a1d68cbb0 Binary files /dev/null and b/mp/game/momentum/materials/vgui/loop_button.vtf differ diff --git a/mp/game/momentum/materials/vgui/loop_button_grey.vmt b/mp/game/momentum/materials/vgui/loop_button_grey.vmt new file mode 100644 index 0000000000..3bce778942 --- /dev/null +++ b/mp/game/momentum/materials/vgui/loop_button_grey.vmt @@ -0,0 +1,6 @@ +"UnlitGeneric" +{ + "$basetexture" "vgui\loop_button_grey" + "$translucent" 1 + "$ignorez" 1 +} \ No newline at end of file diff --git a/mp/game/momentum/materials/vgui/loop_button_grey.vtf b/mp/game/momentum/materials/vgui/loop_button_grey.vtf new file mode 100644 index 0000000000..d950b43fa0 Binary files /dev/null and b/mp/game/momentum/materials/vgui/loop_button_grey.vtf differ diff --git a/mp/game/momentum/materials/vgui/replay_icon.vmt b/mp/game/momentum/materials/vgui/replay_icon.vmt new file mode 100644 index 0000000000..2ee42f3e87 --- /dev/null +++ b/mp/game/momentum/materials/vgui/replay_icon.vmt @@ -0,0 +1,6 @@ +"UnlitGeneric" +{ + "$basetexture" "vgui\replay_icon" + "$translucent" 1 + "$ignorez" 1 +} \ No newline at end of file diff --git a/mp/game/momentum/materials/vgui/replay_icon.vtf b/mp/game/momentum/materials/vgui/replay_icon.vtf new file mode 100644 index 0000000000..5d267f4863 Binary files /dev/null and b/mp/game/momentum/materials/vgui/replay_icon.vtf differ diff --git a/mp/game/momentum/materials/vgui/replay_icon_grey.vmt b/mp/game/momentum/materials/vgui/replay_icon_grey.vmt new file mode 100644 index 0000000000..60cb589963 --- /dev/null +++ b/mp/game/momentum/materials/vgui/replay_icon_grey.vmt @@ -0,0 +1,6 @@ +"UnlitGeneric" +{ + "$basetexture" "vgui\replay_icon_grey" + "$translucent" 1 + "$ignorez" 1 +} \ No newline at end of file diff --git a/mp/game/momentum/materials/vgui/replay_icon_grey.vtf b/mp/game/momentum/materials/vgui/replay_icon_grey.vtf new file mode 100644 index 0000000000..049ba9cfc1 Binary files /dev/null and b/mp/game/momentum/materials/vgui/replay_icon_grey.vtf differ diff --git a/mp/game/momentum/materials/vgui/right_arrow_button.vmt b/mp/game/momentum/materials/vgui/right_arrow_button.vmt new file mode 100644 index 0000000000..e15167bcf7 --- /dev/null +++ b/mp/game/momentum/materials/vgui/right_arrow_button.vmt @@ -0,0 +1,6 @@ +"UnlitGeneric" +{ + "$basetexture" "vgui\right_arrow_button" + "$translucent" 1 + "$ignorez" 1 +} \ No newline at end of file diff --git a/mp/game/momentum/materials/vgui/right_arrow_button.vtf b/mp/game/momentum/materials/vgui/right_arrow_button.vtf new file mode 100644 index 0000000000..a183211175 Binary files /dev/null and b/mp/game/momentum/materials/vgui/right_arrow_button.vtf differ diff --git a/mp/game/momentum/materials/vgui/right_arrow_button_grey.vmt b/mp/game/momentum/materials/vgui/right_arrow_button_grey.vmt new file mode 100644 index 0000000000..4ae55e633c --- /dev/null +++ b/mp/game/momentum/materials/vgui/right_arrow_button_grey.vmt @@ -0,0 +1,6 @@ +"UnlitGeneric" +{ + "$basetexture" "vgui\right_arrow_button_grey" + "$translucent" 1 + "$ignorez" 1 +} \ No newline at end of file diff --git a/mp/game/momentum/materials/vgui/right_arrow_button_grey.vtf b/mp/game/momentum/materials/vgui/right_arrow_button_grey.vtf new file mode 100644 index 0000000000..f64763a231 Binary files /dev/null and b/mp/game/momentum/materials/vgui/right_arrow_button_grey.vtf differ diff --git a/mp/game/momentum/models/player/player_shape_base.dx80.vtx b/mp/game/momentum/models/player/player_shape_base.dx80.vtx new file mode 100644 index 0000000000..96941ddd63 Binary files /dev/null and b/mp/game/momentum/models/player/player_shape_base.dx80.vtx differ diff --git a/mp/game/momentum/models/player/player_shape_base.dx90.vtx b/mp/game/momentum/models/player/player_shape_base.dx90.vtx new file mode 100644 index 0000000000..622ca9de95 Binary files /dev/null and b/mp/game/momentum/models/player/player_shape_base.dx90.vtx differ diff --git a/mp/game/momentum/models/player/player_shape_base.mdl b/mp/game/momentum/models/player/player_shape_base.mdl new file mode 100644 index 0000000000..363a060dd2 Binary files /dev/null and b/mp/game/momentum/models/player/player_shape_base.mdl differ diff --git a/mp/game/momentum/models/player/player_shape_base.sw.vtx b/mp/game/momentum/models/player/player_shape_base.sw.vtx new file mode 100644 index 0000000000..95b83f34e8 Binary files /dev/null and b/mp/game/momentum/models/player/player_shape_base.sw.vtx differ diff --git a/mp/game/momentum/models/player/player_shape_base.vvd b/mp/game/momentum/models/player/player_shape_base.vvd new file mode 100644 index 0000000000..5cf3d2e570 Binary files /dev/null and b/mp/game/momentum/models/player/player_shape_base.vvd differ diff --git a/mp/game/momentum/resource/ClientScheme.res b/mp/game/momentum/resource/ClientScheme.res index 86bc7f6bb2..9ca380f638 100644 --- a/mp/game/momentum/resource/ClientScheme.res +++ b/mp/game/momentum/resource/ClientScheme.res @@ -32,6 +32,9 @@ Scheme "MOM.Speedometer.Normal" "255 255 255 125" "MOM.Speedometer.Increase" "30 150 210 255" "MOM.Speedometer.Decrease" "255 75 75 255" + "MOM.Compare.Gain" "30 150 210 255" + "MOM.Compare.Loss" "255 75 75 255" + "MOM.Compare.Tie" "255 255 255 255" } ///////////////////// BASE SETTINGS //////////////////////// @@ -211,7 +214,7 @@ Scheme ToggleButton.SelectedTextColor "White" - Tooltip.TextColor "TransparentBlack" + Tooltip.TextColor "White" Tooltip.BgColor "Red" TreeView.BgColor "TransparentBlack" diff --git a/mp/game/momentum/resource/SourceScheme.res b/mp/game/momentum/resource/SourceScheme.res index 62385297f6..8a7796febd 100644 --- a/mp/game/momentum/resource/SourceScheme.res +++ b/mp/game/momentum/resource/SourceScheme.res @@ -182,7 +182,7 @@ Scheme ToggleButton.SelectedTextColor "White" - Tooltip.TextColor "Light Gray" + Tooltip.TextColor "White" Tooltip.BgColor "MOM.Panel.Bg" TreeView.BgColor "Light Gray" diff --git a/mp/game/momentum/resource/modevents.res b/mp/game/momentum/resource/modevents.res index cdfd53ba66..c073e83e8d 100644 --- a/mp/game/momentum/resource/modevents.res +++ b/mp/game/momentum/resource/modevents.res @@ -27,51 +27,35 @@ "modevents" { - "timer_stopped" + "zone_enter"//When the player/ghost enters a checkpoint/stage trigger { - "avg_sync" "float" - "avg_sync2" "float" - "avg_vel" "float" - "max_vel" "float" - "start_vel" "float" - "end_vel" "float" - "num_strafes" "short" - "num_jumps" "short" - } - "new_stage" - { - "stage_num" "byte" - "stage_ticks" "long" //time is in ticks - "avg_sync" "float" - "avg_sync2" "float" - "avg_vel" "float" - "max_vel" "float" - "stage_enter_vel" "float" - "num_strafes" "short" - "num_jumps" "short" } + "zone_exit"//When the player exits the start trigger for the stage + { + } "run_save" { "run_saved" "bool" - "run_posted" "bool" - } - "timer_started" - { - "timer_isrunning" "bool" - } - "player_inside_mapzone" - { - "inside_startzone" "bool" - "inside_endzone" "bool" - "map_finished" "bool" - } - "keypress" - { - "num_jumps" "short" - "num_strafes" "short" } - "practice_mode" + "run_upload" + { + "run_posted" "bool" + "web_msg" "string"//MOM_TODO: fill this with more stuff? + } + "timer_state" { - "has_practicemode" "bool" + "ent" "short" + "is_running" "bool" } + "map_init" + { + "is_linear" "bool" + "num_zones" "byte" + } + "spec_target_updated" // Used by the spectator GUI + { + } + "mapfinished_panel_closed" + { + } } diff --git a/mp/game/momentum/resource/momentum_english.txt b/mp/game/momentum/resource/momentum_english.txt index 7aecba568a..8831d92285 100644 Binary files a/mp/game/momentum/resource/momentum_english.txt and b/mp/game/momentum/resource/momentum_english.txt differ diff --git a/mp/game/momentum/resource/ui/MapFinishedDialog.res b/mp/game/momentum/resource/ui/MapFinishedDialog.res new file mode 100644 index 0000000000..8c2e422b8b --- /dev/null +++ b/mp/game/momentum/resource/ui/MapFinishedDialog.res @@ -0,0 +1,365 @@ +"resource/ui/MapFinishedDialog.res" +{ + "CHudMapFinishedDialog" + { + "fieldName" "CHudMapFinishedDialog" + "xpos" "c-110" + "ypos" "c-150" + "wide" "220" + "tall" "175" + "visible" "1" + "enabled" "1" + "TextFont" "Default" + } + + "Prev_Zone" + { + "ControlName" "ImagePanel" + "fieldName" "Prev_Zone" + "xpos" "2" + "ypos" "2" + "wide" "8" + "tall" "8" + "scaleImage" "1" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "image" "left_arrow_button_grey" + } + + "Next_Zone" + { + "ControlName" "ImagePanel" + "fieldName" "Next_Zone" + "xpos" "50"//Determined by code + "ypos" "2" + "wide" "8" + "tall" "8" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "scaleImage" "1" + "image" "right_arrow_button_grey" + } + + "Replay_Icon" + { + "ControlName" "ImagePanel" + "fieldName" "Replay_Icon" + "xpos" "180" + "ypos" "80" + "wide" "32" + "tall" "32" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "scaleImage" "1" + "image" "replay_icon_grey" + } + + "Repeat_Button" + { + "ControlName" "ImagePanel" + "fieldName" "Repeat_Button" + "xpos" "180" + "ypos" "120" + "wide" "32" + "tall" "32" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "scaleImage" "1" + "image" "loop_button_grey" + } + + "Close_Panel" + { + "ControlName" "ImagePanel" + "fieldName" "Close_Panel" + "xpos" "180" + "ypos" "2" + "wide" "32" + "tall" "32" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "scaleImage" "1" + "image" "close_button" + } + + "Current_Zone"//This is the label that shows what the current zone on the map finished panel + { + "ControlName" "Label" + "fieldName" "Current_Zone" + "font" "Default"//Set by "TextFont" in HudLayout.res + "xpos" "13" + "ypos" "2" + "wide" "100" + "tall" "10"//Set by font size + "autoResize" "1" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "labelText" "#MOM_MF_OverallStats"//This changes based on page number + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + } + + "Zone_Overall_Time"// or "ZoneTime" + { + "ControlName" "Label" + "fieldName" "Zone_Overall_Time" + "font" "Default"//Set by "TextFont" in HudLayout.res + "xpos" "20" + "ypos" "20" + "wide" "100" + "tall" "10"//Set by font size + "autoResize" "1" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "labelText" "#MOM_MF_RunTime"//Possibly changing to #MOM_MF_Time_Zone + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + } + + "Zone_Enter_Time" + { + "ControlName" "Label" + "fieldName" "Zone_Enter_Time" + "font" "Default"//Set by "TextFont" in HudLayout.res + "xpos" "20" + "ypos" "30" + "wide" "100" + "tall" "10"//Set by font size + "autoResize" "1" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "labelText" "#MOM_MF_Zone_Enter" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + } + + "Zone_Strafes" + { + "ControlName" "Label" + "fieldName" "Zone_Strafes" + "font" "Default"//Set by "TextFont" in HudLayout.res + "xpos" "20" + "ypos" "40" + "wide" "100" + "tall" "10"//Set by font size + "autoResize" "1" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "labelText" "#MOM_MF_Strafes" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + } + + "Zone_Jumps" + { + "ControlName" "Label" + "fieldName" "Zone_Jumps" + "font" "Default"//Set by "TextFont" in HudLayout.res + "xpos" "20" + "ypos" "50" + "wide" "100" + "tall" "10"//Set by font size + "autoResize" "1" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "labelText" "#MOM_MF_Jumps" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + } + + "Zone_Vel_Enter" + { + "ControlName" "Label" + "fieldName" "Zone_Vel_Enter" + "font" "Default"//Set by "TextFont" in HudLayout.res + "xpos" "20" + "ypos" "60" + "wide" "100" + "tall" "10"//Set by font size + "autoResize" "1" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "labelText" "#MOM_MF_Velocity_Enter" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + } + + "Zone_Vel_Exit" + { + "ControlName" "Label" + "fieldName" "Zone_Vel_Exit" + "font" "Default"//Set by "TextFont" in HudLayout.res + "xpos" "20" + "ypos" "70" + "wide" "100" + "tall" "10"//Set by font size + "autoResize" "1" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "labelText" "#MOM_MF_Velocity_Exit" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + } + + "Zone_Vel_Avg" + { + "ControlName" "Label" + "fieldName" "Zone_Vel_Avg" + "font" "Default"//Set by "TextFont" in HudLayout.res + "xpos" "20" + "ypos" "80" + "wide" "100" + "tall" "10"//Set by font size + "autoResize" "1" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "labelText" "#MOM_MF_Velocity_Avg" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + } + + "Zone_Vel_Max" + { + "ControlName" "Label" + "fieldName" "Zone_Vel_Max" + "font" "Default"//Set by "TextFont" in HudLayout.res + "xpos" "20" + "ypos" "90" + "wide" "100" + "tall" "10"//Set by font size + "autoResize" "1" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "labelText" "#MOM_MF_Velocity_Max" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + } + + "Zone_Sync1" + { + "ControlName" "Label" + "fieldName" "Zone_Sync1" + "font" "Default"//Set by "TextFont" in HudLayout.res + "xpos" "20" + "ypos" "100" + "wide" "100" + "tall" "10"//Set by font size + "autoResize" "1" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "labelText" "#MOM_MF_Sync1" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + } + + "Zone_Sync2" + { + "ControlName" "Label" + "fieldName" "Zone_Sync2" + "font" "Default"//Set by "TextFont" in HudLayout.res + "xpos" "20" + "ypos" "110" + "wide" "100" + "tall" "10"//Set by font size + "autoResize" "1" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "labelText" "#MOM_MF_Sync2" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + } + + "Run_Save_Status" + { + "ControlName" "Label" + "fieldName" "Run_Save_Status" + "font" "Default"//Set by "TextFont" in HudLayout.res + "xpos" "20" + "ypos" "130" + "wide" "100" + "tall" "10"//Set by font size + "autoResize" "1" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "labelText" "#MOM_MF_RunNotSaved" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + } + + "Run_Upload_Status" + { + "ControlName" "Label" + "fieldName" "Run_Upload_Status" + "font" "Default"//Set by "TextFont" in HudLayout.res + "xpos" "20" + "ypos" "140" + "wide" "120" + "tall" "10"//Set by font size + "autoResize" "1" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "labelText" "#MOM_MF_RunNotUploaded" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + } + + "Detach_Mouse" + { + "ControlName" "Label" + "fieldName" "Detach_Mouse" + "font" "Default"//Set by "TextFont" in HudLayout.res + "xpos" "4" + "ypos" "160" + "wide" "150" + "tall" "10"//Set by font size + "autoResize" "1" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "labelText" "#MOM_MF_DetachMouse" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + } + + styles + { + status + { + bgcolor="PropertySheetBG" + inset="8 0 0 0" + } + } +} diff --git a/mp/game/momentum/resource/ui/Spectator.res b/mp/game/momentum/resource/ui/Spectator.res new file mode 100644 index 0000000000..d431037ecc --- /dev/null +++ b/mp/game/momentum/resource/ui/Spectator.res @@ -0,0 +1,126 @@ +"Resource/UI/SpectatorGUI.res" +{ + "SpectatorGUI" + { + "ControlName" "Frame" + "fieldName" "SpectatorGUI" + "tall" "480" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + } + "topbar" + { + "ControlName" "Panel" + "fieldName" "topbar" + "xpos" "0" + "ypos" "0" + "tall" "52" + "wide" "640" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + } + "bottombarblank" + { + "ControlName" "Panel" + "fieldName" "bottombarblank" + "xpos" "0" + "ypos" "428" + "tall" "55" // this needs to match the size of BottomBar + "wide" "640" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + } + "playerlabel" + { + "ControlName" "Label" + "fieldName" "playerlabel" + "xpos" "r86" + "ypos" "20" + "wide" "81" + "tall" "15" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "labelText" "" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + } + "timelabel" + { + "ControlName" "Label" + "fieldName" "timelabel" + "xpos" "r86" + "ypos" "28" + "wide" "81" + "tall" "15" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "labelText" "" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + } + "replaylabel" + { + "ControlName" "Label" + "fieldName" "replaylabel" + "xpos" "c-175" + "ypos" "18" + "wide" "350" + "tall" "26" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "textAlignment" "center" + } + "extrainfo" + { + "ControlName" "Label" + "fieldName" "extrainfo" + "xpos" "r86" + "ypos" "12" + "wide" "81" + "tall" "15" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "labelText" "" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + } + "titlelabel" + { + "ControlName" "Label" + "fieldName" "titlelabel" + "xpos" "16" + "ypos" "16" + "wide" "320" + "tall" "20" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "font" "HudNumbersSmall" + "labelText" "" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + } +} diff --git a/mp/game/momentum/scripts/HudAnimations.txt b/mp/game/momentum/scripts/HudAnimations.txt index e3204ec337..c5c9466de7 100644 --- a/mp/game/momentum/scripts/HudAnimations.txt +++ b/mp/game/momentum/scripts/HudAnimations.txt @@ -39,6 +39,37 @@ event MenuClose Animate CHudMenuStatic ItemColor "0 0 0 0" Linear 0.0 1 } +//Fades out the stage enter speed +event FadeOutEnterSpeed +{ + //Take 5 seconds to fade the number out + Animate HudSpeedMeter StageAlpha "0" Accel 5.0 0.75 +} + +event ResetEnterSpeed +{ + //Stop any fadeout happening + StopEvent FadeOutEnterSpeed 0.0 + + //Reset the alpha back to normal immediately + Animate HudSpeedMeter StageAlpha "255" Linear 0.0 0.001 +} + +event FadeOutJumpSpeed +{ + //Fade out the last jump speed immediately, the time calculation is done in code + Animate HudSpeedMeter JumpAlpha "0" Accel 0.0 0.75 +} + +event ResetJumpSpeed +{ + //Stop any fadeout happening + StopEvent FadeOutJumpSpeed 0.0 + + //Reset the alpha back to normal immediately MOM_TODO: should this fade back in? + Animate HudSpeedMeter JumpAlpha "255" Linear 0.0 0.001 +} + event WeaponHighlight { Animate HudWeaponSelection Blur "7" Linear 0.0 0.0 diff --git a/mp/game/momentum/scripts/HudLayout.res b/mp/game/momentum/scripts/HudLayout.res index 8d5e77da05..51b16fa086 100644 --- a/mp/game/momentum/scripts/HudLayout.res +++ b/mp/game/momentum/scripts/HudLayout.res @@ -1,853 +1,859 @@ "Resource/HudLayout.res" { //Speedometer - HudSpeedMeter - { - "fieldName" "HudSpeedMeter" - "xpos" "c-60" - "ypos" "310" - "wide" "120" - "tall" "40" - "visible" "1" - "enabled" "1" - "NumberFont" "HudNumbersSmallBold" - "SmallNumberFont" "HudNumbersExtremelySmall" - "text_ypos" "5" - "digit_ypos" "15" - "digit2_ypos" "30" - "PrimaryValueColor" "MOM.Panel.Fg" - "SecondaryValueColor" "Light Gray" - "LabelColor" "MOM.Panel.Fg" - "BgColor" "Blank" - } + HudSpeedMeter + { + "fieldName" "HudSpeedMeter" + "xpos" "c-60" + "ypos" "310" + "wide" "120" + "tall" "80" + "visible" "1" + "enabled" "1" + "NumberFont" "HudNumbersSmallBold" + "SmallNumberFont" "HudNumbersExtremelySmall" + "text_ypos" "5" + "digit_ypos" "15" + "digit2_ypos" "30" + "PrimaryValueColor" "MOM.Panel.Fg" + "SecondaryValueColor" "Light Gray" + "LabelColor" "MOM.Panel.Fg" + "BgColor" "Blank" + "SplitAlpha" "255"//Used for fading + "JumpAlpha" "255"//Used for fading + } //Timer - HudTimer - { - "fieldName" "HudTimer" - "xpos" "c-50" - "ypos" "c+150" - "wide" "100" - "tall" "50" - "visible" "1" - "enabled" "1" + HudTimer + { + "fieldName" "HudTimer" + "xpos" "c-50" + "ypos" "c+150" + "wide" "100" + "tall" "50" + "visible" "1" + "enabled" "1" "PaintBackgroundType" "2" - "TimerFont" "HudNumbersSmallBold" - "TextFont" "HudHintTextLarge" - "SmallTextFont" "HudHintTextSmall" - "TextColor" "MOM.Panel.Fg" - "centerTime" "1" //If true, won't use time_xpos, centering the text instead - "time_xpos" "50" - "time_ypos" "3" - "centerCps" "1" //If true, won't use cps_xpos, centering the text instead - "cps_xpos" "50" - "cps_ypos" "19" - "centerStage" "1" //If true, won't use stage_xpos, centering the text instead - "stage_xpos" "50" - "stage_ypos" "34" - } - //Strafe Sync Meter - CHudSyncMeter - { - "fieldName" "CHudSyncMeter" - "xpos" "c-25" - "ypos" "c+198" - "wide" "50" - "tall" "30" - "visible" "1" - "enabled" "1" - "TextFont" "HudNumbersVerySmall" - "NumberFont" "HudNumbersSmall" - "SmallNumberFont" "HudNumbersVerySmall" + "TimerFont" "HudNumbersSmallBold" + "TextFont" "HudHintTextLarge" + "SmallTextFont" "HudHintTextSmall" + "TextColor" "MOM.Panel.Fg" + "centerTime" "1" //If true, won't use time_xpos, centering the text instead + "time_xpos" "50" + "time_ypos" "3" + "centerCps" "1" //If true, won't use cps_xpos, centering the text instead + "cps_xpos" "50"//Note: checkpoints only show when there's no run (and therefore splits) + "cps_ypos" "19" + "centerSplit" "1" //If true, won't use stage_xpos, centering the stage split + "split_xpos" "50" + "split_ypos" "19" + } + //Strafe Sync Meter + CHudSyncMeter + { + "fieldName" "CHudSyncMeter" + "xpos" "c-25" + "ypos" "c+198" + "wide" "50" + "tall" "30" + "visible" "1" + "enabled" "1" + "TextFont" "HudNumbersVerySmall" + "NumberFont" "HudNumbersSmall" + "SmallNumberFont" "HudNumbersVerySmall" "PaintBackgroundType" "2" - "text_xpos" "15" - "text_ypos" "2" - "digit_xpos" "12" - "digit_ypos" "12" - "digit2_xpos" "30" - "digit2_ypos" "16" - "PrimaryValueColor" "MOM.Panel.Fg" - "SecondaryValueColor" "MOM.Panel.Fg" - "LabelColor" "White" - "BgColor" "Blank" - } + "text_xpos" "15" + "text_ypos" "2" + "digit_xpos" "12" + "digit_ypos" "12" + "digit2_xpos" "30" + "digit2_ypos" "16" + "PrimaryValueColor" "MOM.Panel.Fg" + "SecondaryValueColor" "MOM.Panel.Fg" + "LabelColor" "White" + "BgColor" "Blank" + } //The design for in-game menus CHudMenuStatic { "fieldName" "CHudMenuStatic" //You can override "MenuItemColor" etc here (I think) } - // Version warning - CHudVersionWarn - { - "fieldName" "CHudVersionWarn" - "xpos" "640" - "ypos" "460" - "visible" "1" - "enabled" "1" - "wide" "200" - "tall" "20" - "TextFont" "HudHintTextSmall" - } - CHudSyncBar - { - "fieldName" "CHudSyncBar" - "xpos" "c-60" - "ypos" "c+227" - "wide" "120" - "tall" "10" - "InitialValue" "0" - "BackgroundColor" "MOM.Panel.Bg" - "FillColor" "255 255 255 225" - "visible" "1" - "enabled" "1" - } - CHudMapFinishedDialog - { - "fieldName" "CHudMapFinishedDialog" - "xpos" "c-125" - "ypos" "c-100" - "wide" "250" - "tall" "120" - "visible" "1" - "enabled" "1" - "TextFont" "Default" - "time_xpos" "20" - "time_ypos" "5" - "strafes_xpos" "20" - "strafes_xpos" "25" - "jumps_xpos" "20" - "jumps_xpos" "45" - "sync_xpos" "20" - "sync_xpos" "65" - "sync2_xpos" "20" - "sync2_ypos" "85" - "startvel_xpos" "120" - "startvel_ypos" "5" - "endvel_xpos" "120" - "endvel_ypos" "25" - "avgvel_xpos" "120" - "avgvel_ypos" "45" - "maxvel_xpos" "120" - "maxvel_ypos" "65" - "runsave_ypos" "95" - "runupload_ypos""105" - } - CHudKeyPressDisplay - { - "fieldName" "CHudKeyPressDisplay" - "xpos" "c+265" - "ypos" "c+150" - "wide" "150" - "tall" "100" - "visible" "1" - "enabled" "1" - "top_row_ypos" "5" - "mid_row_ypos" "20" - "lower_row_ypos" "35" - "jump_row_ypos" "45" - "duck_row_ypos" "55" - "strafe_count_xpos" "100" - "jump_count_xpos" "100" - "TextFont" "MomentumIcons" - "CounterTextFont" "HudNumbersVerySmall" - "WordTextFont" "HudNumbersVerySmall" - "KeyPressedColor" "MOM.Panel.Fg" - "KeyOutlineColor" "Dark Gray" - } - HudHealth [$WIN32] - { - "fieldName" "HudHealth" - "xpos" "16" - "ypos" "432" - "wide" "102" - "tall" "36" - "visible" "1" - "enabled" "1" - - "PaintBackgroundType" "2" - - "text_xpos" "8" - "text_ypos" "20" - "digit_xpos" "50" - "digit_ypos" "2" - } - HudHealth [$X360] - { - "fieldName" "HudHealth" - "xpos" "48" - "ypos" "416" - "wide" "115" - "tall" "36" - "visible" "1" - "enabled" "1" - - "PaintBackgroundType" "2" - - "text_xpos" "8" - "text_ypos" "18" - "digit_xpos" "60" - "digit_ypos" "-1" - } - - HudSuit [$WIN32] - { - "fieldName" "HudSuit" - "xpos" "140" - "ypos" "432" - "wide" "108" - "tall" "36" - "visible" "1" - "enabled" "1" - - "PaintBackgroundType" "2" - - "text_xpos" "8" - "text_ypos" "20" - "digit_xpos" "50" - "digit_ypos" "2" - } - HudSuit [$X360] - { - "fieldName" "HudSuit" - "xpos" "176" - "ypos" "416" - "wide" "117" - "tall" "36" - "visible" "1" - "enabled" "1" - - "PaintBackgroundType" "2" - - "text_xpos" "8" - "text_ypos" "18" - "digit_xpos" "50" - "digit_ypos" "-1" - } - - HudAmmo [$WIN32] - { - "fieldName" "HudAmmo" - "xpos" "r150" - "ypos" "432" - "wide" "136" - "tall" "36" - "visible" "1" - "enabled" "1" - - "PaintBackgroundType" "2" - - "text_xpos" "8" - "text_ypos" "20" - "digit_xpos" "44" - "digit_ypos" "2" - "digit2_xpos" "98" - "digit2_ypos" "16" - } - HudAmmo [$X360] - { - "fieldName" "HudAmmo" - "xpos" "r208" - "ypos" "416" - "wide" "160" - "tall" "36" - "visible" "1" - "enabled" "1" - - "PaintBackgroundType" "2" - - "text_xpos" "8" - "text_ypos" "18" - "digit_xpos" "60" - "digit_ypos" "-1" - "digit2_xpos" "120" - "digit2_ypos" "14" - } - - HudAmmoSecondary [$WIN32] - { - "fieldName" "HudAmmoSecondary" - "xpos" "r76" - "ypos" "432" - "wide" "60" - "tall" "36" - "visible" "1" - "enabled" "1" - - "PaintBackgroundType" "2" - - "text_xpos" "8" - "text_ypos" "22" - "digit_xpos" "36" - "digit_ypos" "2" - } - HudAmmoSecondary [$X360] - { - "fieldName" "HudAmmoSecondary" - "xpos" "r113" - "ypos" "416" - "wide" "65" - "tall" "36" - "visible" "1" - "enabled" "1" - - "PaintBackgroundType" "2" - - "text_xpos" "8" - "text_ypos" "22" - "digit_xpos" "36" - "digit_ypos" "-1" - } - - HudSuitPower [$WIN32] - { - "fieldName" "HudSuitPower" - "visible" "1" - "enabled" "1" - "xpos" "16" - "ypos" "396" - "wide" "102" - "tall" "26" - - "AuxPowerLowColor" "255 0 0 220" - "AuxPowerHighColor" "255 220 0 220" - "AuxPowerDisabledAlpha" "70" - - "BarInsetX" "8" - "BarInsetY" "15" - "BarWidth" "92" - "BarHeight" "4" - "BarChunkWidth" "6" - "BarChunkGap" "3" - - "text_xpos" "8" - "text_ypos" "4" - "text2_xpos" "8" - "text2_ypos" "22" - "text2_gap" "10" - - "PaintBackgroundType" "2" - } - HudSuitPower [$X360] - { - "fieldName" "HudSuitPower" - "visible" "1" - "enabled" "1" - "xpos" "48" - "ypos" "370" - "wide" "102" - "tall" "26" - - "AuxPowerLowColor" "255 100 0 220" - "AuxPowerHighColor" "255 220 0 220" - "AuxPowerDisabledAlpha" "70" - - "BarInsetX" "8" - "BarInsetY" "19" - "BarWidth" "92" - "BarHeight" "5" - "BarChunkWidth" "6" - "BarChunkGap" "3" - - "text_xpos" "8" - "text_ypos" "4" - "text2_xpos" "8" - "text2_ypos" "25" - "text2_gap" "12" - - "PaintBackgroundType" "2" - } - - HudPosture [$WIN32] - { - "fieldName" "HudPosture" - "visible" "1" - "PaintBackgroundType" "2" - "xpos" "16" - "ypos" "316" - "tall" "36" - "wide" "36" - "font" "WeaponIconsSmall" - "icon_xpos" "10" - "icon_ypos" "0" - } - HudPosture [$X360] - { - "fieldName" "HudPosture" - "visible" "1" - "PaintBackgroundType" "2" - "xpos" "48" - "ypos" "316" - "tall" "36" - "wide" "36" - "font" "WeaponIconsSmall" - "icon_xpos" "10" - "icon_ypos" "2" - } - - HudFlashlight - { - "fieldName" "HudFlashlight" - "visible" "1" - "PaintBackgroundType" "2" - "xpos" "270" [$WIN32] - "ypos" "444" [$WIN32] - "xpos_hidef" "293" [$X360] // aligned to left - "xpos_lodef" "c-18" [$X360] // centered in screen - "ypos" "428" [$X360] - "tall" "24" - "wide" "36" - "font" "WeaponIconsSmall" - - "icon_xpos" "4" - "icon_ypos" "-8" - - "BarInsetX" "4" - "BarInsetY" "18" - "BarWidth" "28" - "BarHeight" "2" - "BarChunkWidth" "2" - "BarChunkGap" "1" - } - HudDamageIndicator - { - "fieldName" "HudDamageIndicator" - "visible" "1" - "enabled" "1" - "DmgColorLeft" "255 0 0 0" - "DmgColorRight" "255 0 0 0" - - "dmg_xpos" "30" - "dmg_ypos" "100" - "dmg_wide" "36" - "dmg_tall1" "240" - "dmg_tall2" "200" - } - - HudZoom - { - "fieldName" "HudZoom" - "visible" "1" - "enabled" "1" - "Circle1Radius" "66" - "Circle2Radius" "74" - "DashGap" "16" - "DashHeight" "4" [$WIN32] - "DashHeight" "6" [$X360] - "BorderThickness" "88" - } - HudWeaponSelection - { - "fieldName" "HudWeaponSelection" - "ypos" "16" [$WIN32] - "ypos" "32" [$X360] - "visible" "1" - "enabled" "1" - "SmallBoxSize" "32" - "MediumBoxWide" "95" - "MediumBoxWide_hidef" "78" - "MediumBoxTall" "50" - "MediumBoxTall_hidef" "50" - "MediumBoxWide_lodef" "74" - "MediumBoxTall_lodef" "50" - "LargeBoxWide" "112" - "LargeBoxTall" "80" - "BoxGap" "8" - "SelectionNumberXPos" "4" - "SelectionNumberYPos" "4" - "SelectionGrowTime" "0.4" - "TextYPos" "64" - } - - HudCrosshair - { - "fieldName" "HudCrosshair" - "visible" "1" - "enabled" "1" - "wide" "640" - "tall" "480" - } - - HudDeathNotice - { - "fieldName" "HudDeathNotice" - "visible" "1" - "enabled" "1" - "wide" "640" - "tall" "480" - } - - HudVehicle - { - "fieldName" "HudVehicle" - "visible" "1" - "enabled" "1" - "wide" "640" - "tall" "480" - } - - ScorePanel - { - "fieldName" "ScorePanel" - "visible" "1" - "enabled" "1" - "wide" "640" - "tall" "480" - } - - HudTrain - { - "fieldName" "HudTrain" - "visible" "1" - "enabled" "1" - "wide" "640" - "tall" "480" - } - - HudMOTD - { - "fieldName" "HudMOTD" - "visible" "1" - "enabled" "1" - "wide" "640" - "tall" "480" - } - - HudMessage - { - "fieldName" "HudMessage" - "visible" "1" - "enabled" "1" - "wide" "f0" - "tall" "480" - } - - HudMenu - { - "fieldName" "HudMenu" - "visible" "1" - "enabled" "1" - "wide" "640" - "tall" "480" - } - - HudCloseCaption - { - "fieldName" "HudCloseCaption" - "visible" "1" - "enabled" "1" - "xpos" "c-250" - "ypos" "276" [$WIN32] - "ypos" "236" [$X360] - "wide" "500" - "tall" "136" [$WIN32] - "tall" "176" [$X360] - - "BgAlpha" "128" - - "GrowTime" "0.25" - "ItemHiddenTime" "0.2" // Nearly same as grow time so that the item doesn't start to show until growth is finished - "ItemFadeInTime" "0.15" // Once ItemHiddenTime is finished, takes this much longer to fade in - "ItemFadeOutTime" "0.3" - "topoffset" "0" [$WIN32] - "topoffset" "0" [$X360] - } - - HudChat - { - "fieldName" "HudChat" - "visible" "0" - "enabled" "1" - "xpos" "0" - "ypos" "0" - "wide" "4" - "tall" "4" - } - - HudHistoryResource [$WIN32] - { - "fieldName" "HudHistoryResource" - "visible" "1" - "enabled" "1" - "xpos" "r252" - "ypos" "40" - "wide" "248" - "tall" "320" - - "history_gap" "56" [!$OSX] - "history_gap" "64" [$OSX] - "icon_inset" "38" - "text_inset" "36" - "text_inset" "26" - "NumberFont" "HudNumbersSmall" - } - HudHistoryResource [$X360] - { - "fieldName" "HudHistoryResource" - "visible" "1" - "enabled" "1" - "xpos" "r300" - "ypos" "40" - "wide" "248" - "tall" "240" - - "history_gap" "50" - "icon_inset" "38" - "text_inset" "36" - "NumberFont" "HudNumbersSmall" - } - - HudGeiger - { - "fieldName" "HudGeiger" - "visible" "1" - "enabled" "1" - "wide" "640" - "tall" "480" - } - - HUDQuickInfo - { - "fieldName" "HUDQuickInfo" - "visible" "1" - "enabled" "1" - "wide" "640" - "tall" "480" - } - - HudWeapon - { - "fieldName" "HudWeapon" - "visible" "1" - "enabled" "1" - "wide" "640" - "tall" "480" - } - HudAnimationInfo - { - "fieldName" "HudAnimationInfo" - "visible" "1" - "enabled" "1" - "wide" "640" - "tall" "480" - } - - HudPredictionDump - { - "fieldName" "HudPredictionDump" - "visible" "1" - "enabled" "1" - "wide" "640" - "tall" "480" - } - - HudHintDisplay - { - "fieldName" "HudHintDisplay" - "visible" "0" - "enabled" "1" - "xpos" "c-240" - "ypos" "c60" - "xpos" "r148" [$X360] - "ypos" "r338" [$X360] - "wide" "480" - "tall" "100" - "HintSize" "1" - "text_xpos" "8" - "text_ypos" "8" - "center_x" "0" // center text horizontally - "center_y" "-1" // align text on the bottom - "paintbackground" "0" - } - - HudHintKeyDisplay - { - "fieldName" "HudHintKeyDisplay" - "visible" "0" - "enabled" "1" - "xpos" "r120" [$WIN32] - "ypos" "r340" [$WIN32] - "xpos" "r148" [$X360] - "ypos" "r338" [$X360] - "wide" "100" - "tall" "200" - "text_xpos" "8" - "text_ypos" "8" - "text_xgap" "8" - "text_ygap" "8" - "TextColor" "255 170 0 220" - - "PaintBackgroundType" "2" - } - - - HudSquadStatus [$WIN32] - { - "fieldName" "HudSquadStatus" - "visible" "1" - "enabled" "1" - "xpos" "r120" - "ypos" "380" - "wide" "104" - "tall" "46" - "text_xpos" "8" - "text_ypos" "34" - "SquadIconColor" "255 220 0 160" - "IconInsetX" "8" - "IconInsetY" "0" - "IconGap" "24" - - "PaintBackgroundType" "2" - } - HudSquadStatus [$X360] - { - "fieldName" "HudSquadStatus" - "visible" "1" - "enabled" "1" - "xpos" "r182" - "ypos" "348" - "wide" "134" - "tall" "62" - "text_xpos" "8" - "text_ypos" "44" - "SquadIconColor" "255 220 0 160" - "IconInsetX" "8" - "IconInsetY" "-4" - "IconGap" "24" - "IconFont" "SquadIcon" - - "PaintBackgroundType" "2" - } - - HudPoisonDamageIndicator [$WIN32] - { - "fieldName" "HudPoisonDamageIndicator" - "visible" "0" - "enabled" "1" - "xpos" "16" - "ypos" "346" - "wide" "136" - "tall" "38" - "text_xpos" "8" - "text_ypos" "8" - "text_ygap" "14" - "TextColor" "255 170 0 220" - "PaintBackgroundType" "2" - } - HudPoisonDamageIndicator [$X360] - { - "fieldName" "HudPoisonDamageIndicator" - "visible" "0" - "enabled" "1" - "xpos" "48" - "ypos" "264" - "wide" "192" - "tall" "46" - "text_xpos" "8" - "text_ypos" "6" - "text_ygap" "16" - "TextColor" "255 170 0 220" - "PaintBackgroundType" "2" - } - - HudCredits - { - "fieldName" "HudCredits" - "TextFont" "Default" - "visible" "1" - "xpos" "0" - "ypos" "0" - "wide" "640" - "tall" "480" - "TextColor" "255 255 255 192" - - } - - HUDAutoAim - { - "fieldName" "HUDAutoAim" - "visible" "1" - "enabled" "1" - "wide" "640" [$WIN32] - "tall" "480" [$WIN32] - "wide" "960" [$X360] - "tall" "720" [$X360] - } - - HudCommentary - { - "fieldName" "HudCommentary" - "xpos" "c-190" - "ypos" "350" - "wide" "380" - "tall" "40" - "visible" "1" - "enabled" "1" - - "PaintBackgroundType" "2" - - "bar_xpos" "50" - "bar_ypos" "20" - "bar_height" "8" - "bar_width" "320" - "speaker_xpos" "50" - "speaker_ypos" "8" - "count_xpos_from_right" "10" // Counts from the right side - "count_ypos" "8" - - "icon_texture" "vgui/hud/icon_commentary" - "icon_xpos" "0" - "icon_ypos" "0" - "icon_width" "40" - "icon_height" "40" - } - - HudHDRDemo - { - "fieldName" "HudHDRDemo" - "xpos" "0" - "ypos" "0" - "wide" "640" - "tall" "480" - "visible" "1" - "enabled" "1" - - "Alpha" "255" - "PaintBackgroundType" "2" - - "BorderColor" "0 0 0 255" - "BorderLeft" "16" - "BorderRight" "16" - "BorderTop" "16" - "BorderBottom" "64" - "BorderCenter" "0" - - "TextColor" "255 255 255 255" - "LeftTitleY" "422" - "RightTitleY" "422" - } - - AchievementNotificationPanel - { - "fieldName" "AchievementNotificationPanel" - "visible" "1" - "enabled" "1" - "xpos" "0" - "ypos" "180" - "wide" "f10" [$WIN32] - "wide" "f60" [$X360] - "tall" "100" - } - - CHudVote - { - "fieldName" "CHudVote" - "xpos" "0" - "ypos" "0" - "wide" "640" - "tall" "480" - "visible" "1" - "enabled" "1" - "bgcolor_override" "0 0 0 0" - "PaintBackgroundType" "0" // rounded corners - } + // Version warning + CHudVersionWarn + { + "fieldName" "CHudVersionWarn" + "xpos" "640" + "ypos" "460" + "visible" "1" + "enabled" "1" + "wide" "200" + "tall" "20" + "TextFont" "HudHintTextSmall" + } + CHudSyncBar + { + "fieldName" "CHudSyncBar" + "xpos" "c-60" + "ypos" "c+227" + "wide" "120" + "tall" "10" + "InitialValue" "0" + "BackgroundColor" "MOM.Panel.Bg" + "FillColor" "255 255 255 225" + "visible" "1" + "enabled" "1" + } + + CHudKeyPressDisplay + { + "fieldName" "CHudKeyPressDisplay" + "xpos" "c+265" + "ypos" "c+150" + "wide" "150" + "tall" "100" + "visible" "1" + "enabled" "1" + "top_row_ypos" "5" + "mid_row_ypos" "20" + "lower_row_ypos" "35" + "jump_row_ypos" "45" + "duck_row_ypos" "55" + "strafe_count_xpos" "100" + "jump_count_xpos" "100" + "TextFont" "MomentumIcons" + "CounterTextFont" "HudNumbersVerySmall" + "WordTextFont" "HudNumbersVerySmall" + "KeyPressedColor" "MOM.Panel.Fg" + "KeyOutlineColor" "Dark Gray" + } + + CHudCompare + { + "fieldName" "CHudCompare" + "xpos" "50" + "ypos" "c+50" + "wide" "200" + "tall" "150" + "visible" "1" + "enabled" "1" + "PaintBackgroundType" "2" + "GainColor" "MOM.Compare.Gain" + "LossColor" "MOM.Compare.Loss" + "TieColor" "MOM.Compare.Tie" + "TextFont" "HudHintTextSmall" + "format_spacing" "2"//Number of pixels between each component of the comparison panel, only if mom_comparisons_format_output has value 1 + "text_xpos" "5" + "text_ypos" "2" + } + + CHudMapInfo + { + "fieldName" "CHudMapInfo" + "visible" "1" + "enabled" "1" + "centerStatus" "1"//If this is 1, the status will be centered above the timer, otherwise the status_xpos will be used + "status_xpos" "0" + "status_ypos" "c+135"//y-pos for the map status + "mapinfo_xpos" "10"//xpos for the map info (author/difficulty/etc) + "mapinfo_ypos" "10"//ypos for the map info + "StatusFont" "HudHintTextSmall"//Font for the current map area/status + "MapInfoFont" "HudHintTextSmall"//Font for the map information + } + + HudHealth [$WIN32] + { + "fieldName" "HudHealth" + "xpos" "16" + "ypos" "432" + "wide" "102" + "tall" "36" + "visible" "1" + "enabled" "1" + + "PaintBackgroundType" "2" + + "text_xpos" "8" + "text_ypos" "20" + "digit_xpos" "50" + "digit_ypos" "2" + } + HudHealth [$X360] + { + "fieldName" "HudHealth" + "xpos" "48" + "ypos" "416" + "wide" "115" + "tall" "36" + "visible" "1" + "enabled" "1" + + "PaintBackgroundType" "2" + + "text_xpos" "8" + "text_ypos" "18" + "digit_xpos" "60" + "digit_ypos" "-1" + } + + HudSuit [$WIN32] + { + "fieldName" "HudSuit" + "xpos" "140" + "ypos" "432" + "wide" "108" + "tall" "36" + "visible" "1" + "enabled" "1" + + "PaintBackgroundType" "2" + + "text_xpos" "8" + "text_ypos" "20" + "digit_xpos" "50" + "digit_ypos" "2" + } + HudSuit [$X360] + { + "fieldName" "HudSuit" + "xpos" "176" + "ypos" "416" + "wide" "117" + "tall" "36" + "visible" "1" + "enabled" "1" + + "PaintBackgroundType" "2" + + "text_xpos" "8" + "text_ypos" "18" + "digit_xpos" "50" + "digit_ypos" "-1" + } + + HudAmmo [$WIN32] + { + "fieldName" "HudAmmo" + "xpos" "r150" + "ypos" "432" + "wide" "136" + "tall" "36" + "visible" "1" + "enabled" "1" + + "PaintBackgroundType" "2" + + "text_xpos" "8" + "text_ypos" "20" + "digit_xpos" "44" + "digit_ypos" "2" + "digit2_xpos" "98" + "digit2_ypos" "16" + } + HudAmmo [$X360] + { + "fieldName" "HudAmmo" + "xpos" "r208" + "ypos" "416" + "wide" "160" + "tall" "36" + "visible" "1" + "enabled" "1" + + "PaintBackgroundType" "2" + + "text_xpos" "8" + "text_ypos" "18" + "digit_xpos" "60" + "digit_ypos" "-1" + "digit2_xpos" "120" + "digit2_ypos" "14" + } + + HudAmmoSecondary [$WIN32] + { + "fieldName" "HudAmmoSecondary" + "xpos" "r76" + "ypos" "432" + "wide" "60" + "tall" "36" + "visible" "1" + "enabled" "1" + + "PaintBackgroundType" "2" + + "text_xpos" "8" + "text_ypos" "22" + "digit_xpos" "36" + "digit_ypos" "2" + } + HudAmmoSecondary [$X360] + { + "fieldName" "HudAmmoSecondary" + "xpos" "r113" + "ypos" "416" + "wide" "65" + "tall" "36" + "visible" "1" + "enabled" "1" + + "PaintBackgroundType" "2" + + "text_xpos" "8" + "text_ypos" "22" + "digit_xpos" "36" + "digit_ypos" "-1" + } + + HudSuitPower [$WIN32] + { + "fieldName" "HudSuitPower" + "visible" "1" + "enabled" "1" + "xpos" "16" + "ypos" "396" + "wide" "102" + "tall" "26" + + "AuxPowerLowColor" "255 0 0 220" + "AuxPowerHighColor" "255 220 0 220" + "AuxPowerDisabledAlpha" "70" + + "BarInsetX" "8" + "BarInsetY" "15" + "BarWidth" "92" + "BarHeight" "4" + "BarChunkWidth" "6" + "BarChunkGap" "3" + + "text_xpos" "8" + "text_ypos" "4" + "text2_xpos" "8" + "text2_ypos" "22" + "text2_gap" "10" + + "PaintBackgroundType" "2" + } + HudSuitPower [$X360] + { + "fieldName" "HudSuitPower" + "visible" "1" + "enabled" "1" + "xpos" "48" + "ypos" "370" + "wide" "102" + "tall" "26" + + "AuxPowerLowColor" "255 100 0 220" + "AuxPowerHighColor" "255 220 0 220" + "AuxPowerDisabledAlpha" "70" + + "BarInsetX" "8" + "BarInsetY" "19" + "BarWidth" "92" + "BarHeight" "5" + "BarChunkWidth" "6" + "BarChunkGap" "3" + + "text_xpos" "8" + "text_ypos" "4" + "text2_xpos" "8" + "text2_ypos" "25" + "text2_gap" "12" + + "PaintBackgroundType" "2" + } + + HudPosture [$WIN32] + { + "fieldName" "HudPosture" + "visible" "1" + "PaintBackgroundType" "2" + "xpos" "16" + "ypos" "316" + "tall" "36" + "wide" "36" + "font" "WeaponIconsSmall" + "icon_xpos" "10" + "icon_ypos" "0" + } + HudPosture [$X360] + { + "fieldName" "HudPosture" + "visible" "1" + "PaintBackgroundType" "2" + "xpos" "48" + "ypos" "316" + "tall" "36" + "wide" "36" + "font" "WeaponIconsSmall" + "icon_xpos" "10" + "icon_ypos" "2" + } + + HudFlashlight + { + "fieldName" "HudFlashlight" + "visible" "1" + "PaintBackgroundType" "2" + "xpos" "270" [$WIN32] + "ypos" "444" [$WIN32] + "xpos_hidef" "293" [$X360] // aligned to left + "xpos_lodef" "c-18" [$X360] // centered in screen + "ypos" "428" [$X360] + "tall" "24" + "wide" "36" + "font" "WeaponIconsSmall" + + "icon_xpos" "4" + "icon_ypos" "-8" + + "BarInsetX" "4" + "BarInsetY" "18" + "BarWidth" "28" + "BarHeight" "2" + "BarChunkWidth" "2" + "BarChunkGap" "1" + } + HudDamageIndicator + { + "fieldName" "HudDamageIndicator" + "visible" "1" + "enabled" "1" + "DmgColorLeft" "255 0 0 0" + "DmgColorRight" "255 0 0 0" + + "dmg_xpos" "30" + "dmg_ypos" "100" + "dmg_wide" "36" + "dmg_tall1" "240" + "dmg_tall2" "200" + } + + HudZoom + { + "fieldName" "HudZoom" + "visible" "1" + "enabled" "1" + "Circle1Radius" "66" + "Circle2Radius" "74" + "DashGap" "16" + "DashHeight" "4" [$WIN32] + "DashHeight" "6" [$X360] + "BorderThickness" "88" + } + HudWeaponSelection + { + "fieldName" "HudWeaponSelection" + "ypos" "16" [$WIN32] + "ypos" "32" [$X360] + "visible" "1" + "enabled" "1" + "SmallBoxSize" "32" + "MediumBoxWide" "95" + "MediumBoxWide_hidef" "78" + "MediumBoxTall" "50" + "MediumBoxTall_hidef" "50" + "MediumBoxWide_lodef" "74" + "MediumBoxTall_lodef" "50" + "LargeBoxWide" "112" + "LargeBoxTall" "80" + "BoxGap" "8" + "SelectionNumberXPos" "4" + "SelectionNumberYPos" "4" + "SelectionGrowTime" "0.4" + "TextYPos" "64" + } + + HudCrosshair + { + "fieldName" "HudCrosshair" + "visible" "1" + "enabled" "1" + "wide" "640" + "tall" "480" + } + + HudDeathNotice + { + "fieldName" "HudDeathNotice" + "visible" "1" + "enabled" "1" + "wide" "640" + "tall" "480" + } + + HudVehicle + { + "fieldName" "HudVehicle" + "visible" "1" + "enabled" "1" + "wide" "640" + "tall" "480" + } + + ScorePanel + { + "fieldName" "ScorePanel" + "visible" "1" + "enabled" "1" + "wide" "640" + "tall" "480" + } + + HudTrain + { + "fieldName" "HudTrain" + "visible" "1" + "enabled" "1" + "wide" "640" + "tall" "480" + } + + HudMOTD + { + "fieldName" "HudMOTD" + "visible" "1" + "enabled" "1" + "wide" "640" + "tall" "480" + } + + HudMessage + { + "fieldName" "HudMessage" + "visible" "1" + "enabled" "1" + "wide" "f0" + "tall" "480" + } + + HudMenu + { + "fieldName" "HudMenu" + "visible" "1" + "enabled" "1" + "wide" "640" + "tall" "480" + } + + HudCloseCaption + { + "fieldName" "HudCloseCaption" + "visible" "1" + "enabled" "1" + "xpos" "c-250" + "ypos" "276" [$WIN32] + "ypos" "236" [$X360] + "wide" "500" + "tall" "136" [$WIN32] + "tall" "176" [$X360] + + "BgAlpha" "128" + + "GrowTime" "0.25" + "ItemHiddenTime" "0.2" // Nearly same as grow time so that the item doesn't start to show until growth is finished + "ItemFadeInTime" "0.15" // Once ItemHiddenTime is finished, takes this much longer to fade in + "ItemFadeOutTime" "0.3" + "topoffset" "0" [$WIN32] + "topoffset" "0" [$X360] + } + + HudChat + { + "fieldName" "HudChat" + "visible" "0" + "enabled" "1" + "xpos" "0" + "ypos" "0" + "wide" "4" + "tall" "4" + } + + HudHistoryResource [$WIN32] + { + "fieldName" "HudHistoryResource" + "visible" "1" + "enabled" "1" + "xpos" "r252" + "ypos" "40" + "wide" "248" + "tall" "320" + + "history_gap" "56" [!$OSX] + "history_gap" "64" [$OSX] + "icon_inset" "38" + "text_inset" "36" + "text_inset" "26" + "NumberFont" "HudNumbersSmall" + } + HudHistoryResource [$X360] + { + "fieldName" "HudHistoryResource" + "visible" "1" + "enabled" "1" + "xpos" "r300" + "ypos" "40" + "wide" "248" + "tall" "240" + + "history_gap" "50" + "icon_inset" "38" + "text_inset" "36" + "NumberFont" "HudNumbersSmall" + } + + HudGeiger + { + "fieldName" "HudGeiger" + "visible" "1" + "enabled" "1" + "wide" "640" + "tall" "480" + } + + HUDQuickInfo + { + "fieldName" "HUDQuickInfo" + "visible" "1" + "enabled" "1" + "wide" "640" + "tall" "480" + } + + HudWeapon + { + "fieldName" "HudWeapon" + "visible" "1" + "enabled" "1" + "wide" "640" + "tall" "480" + } + HudAnimationInfo + { + "fieldName" "HudAnimationInfo" + "visible" "1" + "enabled" "1" + "wide" "640" + "tall" "480" + } + + HudPredictionDump + { + "fieldName" "HudPredictionDump" + "visible" "1" + "enabled" "1" + "wide" "640" + "tall" "480" + } + + HudHintDisplay + { + "fieldName" "HudHintDisplay" + "visible" "0" + "enabled" "1" + "xpos" "c-240" + "ypos" "c60" + "xpos" "r148" [$X360] + "ypos" "r338" [$X360] + "wide" "480" + "tall" "100" + "HintSize" "1" + "text_xpos" "8" + "text_ypos" "8" + "center_x" "0" // center text horizontally + "center_y" "-1" // align text on the bottom + "paintbackground" "0" + } + + HudHintKeyDisplay + { + "fieldName" "HudHintKeyDisplay" + "visible" "0" + "enabled" "1" + "xpos" "r120" [$WIN32] + "ypos" "r340" [$WIN32] + "xpos" "r148" [$X360] + "ypos" "r338" [$X360] + "wide" "100" + "tall" "200" + "text_xpos" "8" + "text_ypos" "8" + "text_xgap" "8" + "text_ygap" "8" + "TextColor" "255 170 0 220" + + "PaintBackgroundType" "2" + } + + + HudSquadStatus [$WIN32] + { + "fieldName" "HudSquadStatus" + "visible" "1" + "enabled" "1" + "xpos" "r120" + "ypos" "380" + "wide" "104" + "tall" "46" + "text_xpos" "8" + "text_ypos" "34" + "SquadIconColor" "255 220 0 160" + "IconInsetX" "8" + "IconInsetY" "0" + "IconGap" "24" + + "PaintBackgroundType" "2" + } + HudSquadStatus [$X360] + { + "fieldName" "HudSquadStatus" + "visible" "1" + "enabled" "1" + "xpos" "r182" + "ypos" "348" + "wide" "134" + "tall" "62" + "text_xpos" "8" + "text_ypos" "44" + "SquadIconColor" "255 220 0 160" + "IconInsetX" "8" + "IconInsetY" "-4" + "IconGap" "24" + "IconFont" "SquadIcon" + + "PaintBackgroundType" "2" + } + + HudPoisonDamageIndicator [$WIN32] + { + "fieldName" "HudPoisonDamageIndicator" + "visible" "0" + "enabled" "1" + "xpos" "16" + "ypos" "346" + "wide" "136" + "tall" "38" + "text_xpos" "8" + "text_ypos" "8" + "text_ygap" "14" + "TextColor" "255 170 0 220" + "PaintBackgroundType" "2" + } + HudPoisonDamageIndicator [$X360] + { + "fieldName" "HudPoisonDamageIndicator" + "visible" "0" + "enabled" "1" + "xpos" "48" + "ypos" "264" + "wide" "192" + "tall" "46" + "text_xpos" "8" + "text_ypos" "6" + "text_ygap" "16" + "TextColor" "255 170 0 220" + "PaintBackgroundType" "2" + } + + HudCredits + { + "fieldName" "HudCredits" + "TextFont" "Default" + "visible" "1" + "xpos" "0" + "ypos" "0" + "wide" "640" + "tall" "480" + "TextColor" "255 255 255 192" + + } + + HUDAutoAim + { + "fieldName" "HUDAutoAim" + "visible" "1" + "enabled" "1" + "wide" "640" [$WIN32] + "tall" "480" [$WIN32] + "wide" "960" [$X360] + "tall" "720" [$X360] + } + + HudCommentary + { + "fieldName" "HudCommentary" + "xpos" "c-190" + "ypos" "350" + "wide" "380" + "tall" "40" + "visible" "1" + "enabled" "1" + + "PaintBackgroundType" "2" + + "bar_xpos" "50" + "bar_ypos" "20" + "bar_height" "8" + "bar_width" "320" + "speaker_xpos" "50" + "speaker_ypos" "8" + "count_xpos_from_right" "10" // Counts from the right side + "count_ypos" "8" + + "icon_texture" "vgui/hud/icon_commentary" + "icon_xpos" "0" + "icon_ypos" "0" + "icon_width" "40" + "icon_height" "40" + } + + HudHDRDemo + { + "fieldName" "HudHDRDemo" + "xpos" "0" + "ypos" "0" + "wide" "640" + "tall" "480" + "visible" "1" + "enabled" "1" + + "Alpha" "255" + "PaintBackgroundType" "2" + + "BorderColor" "0 0 0 255" + "BorderLeft" "16" + "BorderRight" "16" + "BorderTop" "16" + "BorderBottom" "64" + "BorderCenter" "0" + + "TextColor" "255 255 255 255" + "LeftTitleY" "422" + "RightTitleY" "422" + } + + AchievementNotificationPanel + { + "fieldName" "AchievementNotificationPanel" + "visible" "1" + "enabled" "1" + "xpos" "0" + "ypos" "180" + "wide" "f10" [$WIN32] + "wide" "f60" [$X360] + "tall" "100" + } + + CHudVote + { + "fieldName" "CHudVote" + "xpos" "0" + "ypos" "0" + "wide" "640" + "tall" "480" + "visible" "1" + "enabled" "1" + "bgcolor_override" "0 0 0 0" + "PaintBackgroundType" "0" // rounded corners + } } \ No newline at end of file diff --git a/mp/game/momentum/scripts/kb_act.lst b/mp/game/momentum/scripts/kb_act.lst index d5556206d0..9ae31fc21c 100644 --- a/mp/game/momentum/scripts/kb_act.lst +++ b/mp/game/momentum/scripts/kb_act.lst @@ -5,6 +5,8 @@ "+back" "#Valve_Move_Back" "+moveleft" "#Valve_Move_Left" "+moveright" "#Valve_Move_Right" +"+right" "#Valve_Turn_Right" +"+left" "#Valve_Turn_Left" "+walk" "#Valve_Walk" "+jump" "#Valve_Jump" "+duck" "#Valve_Duck" diff --git a/mp/game/momentum/scripts/propdata.txt b/mp/game/momentum/scripts/propdata.txt index 48c7f584f1..369bdea023 100644 --- a/mp/game/momentum/scripts/propdata.txt +++ b/mp/game/momentum/scripts/propdata.txt @@ -54,6 +54,13 @@ "health" "10" } + // Cardboard trash from props_junk still uses this. + "Cardboard.physics" + { + "base" "Cardboard.Base" + "health" "15" + } + // Cardboard / Paper blocks, less than 3 foot cubed. // i.e. cardboard boxes. thick books "Cardboard.Medium" @@ -68,6 +75,31 @@ { "base" "Cardboard.Base" "health" "40" + "physicsmode" "1" + } + + // Cardboard Boxes full of paper + // i.e. fileboxes, boxes of paper + "Cardboard.break" + { + "base" "Cardboard.Base" + "health" "10" + "physicsmode" "1" + } + // Cardboard / Paper blocks, less than 1 foot cubed. + // i.e. small cardboard boxes, notepads, newspapers, thin books. + "Cardboard.Indestructable" + { + "base" "Cardboard.Base" + } + + // Cardboard Boxes full of paper + // i.e. fileboxes, boxes of paper + "Cardboard.breakclient" + { + "base" "Cardboard.Base" + "health" "10" + "physicsmode" "3" } //================================================================================= @@ -104,9 +136,32 @@ { "base" "Cloth.Base" "health" "100" + "physicsmode" "1" } + // Misc cloth objects + // i.e. stuffed animals, hats, etc. + "Cloth.Object" + { + "base" "Cloth.Base" + "physicsmode" "3" + } + +//================================================================================= +// DOORS +//================================================================================= + // Base damage modifiers for doors + // All doors have the same propdata - metal/wood/etc is handled in the door QC! + "Door.Standard" + { + "dmg.bullets" "1.0" + "dmg.club" "1.25" + "dmg.explosive" "1.5" + "health" "1000" + } + + //================================================================================= // WOOD //================================================================================= @@ -128,8 +183,10 @@ { "base" "Wooden.Base" "health" "6" + "physicsmode" "3" "breakable_count" "0" + } // Wooden blocks, less than 1 foot cubed. @@ -138,31 +195,49 @@ { "base" "Wooden.Base" "health" "20" - + "breakable_count" "2" } + // Wooden chairs from c17 still use this entity + "Wooden.chair" + { + "base" "Wooden.Base" + "health" "25" + + "breakable_count" "4" + } + // Wooden blocks, less than 3 foot cubed. // i.e boards, small crates, pallettes, ladders, chairs. "Wooden.Medium" { "base" "Wooden.Base" "health" "30" - + "breakable_count" "4" } + + // Wooden blocks, less than 3 foot cubed. + // Client side, No break + "Wooden.MediumNobreak" + { + "base" "Wooden.Base" + "physicsmode" "3" + } + // Large wooden blocks, less than 5 foot cubed. // i.e Crates, benches. "Wooden.Large" { "base" "Wooden.Base" "health" "50" - + "physicsmode" "1" "breakable_count" "6" } - - // Extra large wooden objects + + // Extra large wooden objects // i.e posts "Wooden.ExtraLarge" { @@ -178,11 +253,54 @@ { "base" "Wooden.Base" "health" "130" + "physicsmode" "1" "breakable_count" "10" } + // small wooden objects + // i.e sticks + "Wooden.sticks" + { + "base" "Wooden.Base" + "physicsmode" "1" + "breakable_count" "0" + + } + // Breakable Barrels + // i.e Wine Barrel in de_Inferno + "Wooden.Barrel" + { + "base" "Wooden.Base" + "health" "50" + "physicsmode" "1" + + "breakable_count" "0" + + } + + // Wooden blocks, less than 1 foot cubed. + // i.e pieces of board, branches. (Server side version) + "Wooden.Small2" + { + "base" "Wooden.Base" + "health" "1" + "physicsmode" "1" + "breakable_count" "2" + } + + // Breakable Barrels + // i.e Wine Barrel in de_Inferno + "Wooden.Barrel2" + { + "base" "Wooden.Base" + "health" "201" + "physicsmode" "1" + + "breakable_count" "0" + + } //================================================================================= @@ -203,6 +321,7 @@ { "base" "Stone.Base" "health" "50" + "physicsmode" "3" } // Medium stone blocks, less than 3 foot cubed @@ -219,6 +338,7 @@ { "base" "Stone.Base" "health" "200" + "physicsmode" "1" } // Huge stone blocks, less than 5 foot cubed @@ -227,6 +347,16 @@ { "base" "Stone.Base" "health" "400" + "physicsmode" "1" + } + + // Gigantic stone blocks, more than 5 foot cubed + // i.e. only damaged by the bomb + "Stone.Gigantic" + { + "base" "Stone.Base" + "health" "600" + "physicsmode" "1" } //================================================================================= @@ -247,6 +377,7 @@ { "base" "Glass.Base" "health" "5" + "physicsmode" "3" "damage_table" "glass" } @@ -255,7 +386,39 @@ "base" "Glass.Base" "dmg.explosive" "1.0" // Override base glass explosive behavior "dmg.bullets" "0.5" - "health" "15" + "health" "1" + "physicsmode" "1" + "damage_table" "glass" + } + + "Glass.CSWindow" + { + "base" "Glass.Window" + "health" "1" // Shatter immediately, even from grenades. + + } + + "Glass.picture" + { + "base" "Glass.Base" + "physicsmode" "1" + } + "Glass.CSWindow2" + { + "base" "Glass.Window" + "health" "1" // Shatter immediately, even from grenades. + "physicsmode" "1" + + } + + + "Glass.WindowStrong" + { + "base" "Glass.Base" + "dmg.explosive" "1.0" // Override base glass explosive behavior + "dmg.bullets" "0.5" + "health" "100" + "physicsmode" "3" "damage_table" "glass" } @@ -286,6 +449,7 @@ "Metal.Medium" { "base" "Metal.Base" + "physicsmode" "1" } // Large metal objects. @@ -293,6 +457,31 @@ "Metal.Large" { "base" "Metal.Base" + "physicsmode" "1" + } + + // Breakable Medium Metal objects + "Metal.break" + { + "base" "Metal.Base" + "physicsmode" "1" + "health" "10" + } + + // Breakable Medium Metal objects + "Metal.break2" + { + "base" "Metal.Base" + "physicsmode" "1" + "health" "100" + } + + // Medium metal objects (Client Side). + // i.e. wheelbarrows, metal boxes, bicycles, barrels, ladders, filing cabinets. + "Metal.MediumClient" + { + "base" "Metal.Base" + "physicsmode" "3" } @@ -330,6 +519,46 @@ "Plastic.Large" { "base" "Plastic.Base" + "physicsmode" "1" + } + + + // Breakable medium plastic objects + "Plastic.break" + { + "base" "Plastic.Base" + "physicsmode" "1" + "health" "10" + } + + // Breakable small plastic objects + "PlasticSmall.break" + { + "base" "Plastic.Base" + "physicsmode" "3" + "health" "10" + } + + "PlasticSmall.NoBreak" + { + "base" "Plastic.Base" + "physicsmode" "3" + } + + + // Breakable small plastic objects + "Plastic.Small2" + { + "base" "Plastic.Base" + "physicsmode" "1" + } + + // Plastic blocks, less than 2 foot cubed + // i.e. plastic cups, plastic milk crates, phones + "Plastic.SmallClient" + { + "base" "Plastic.Base" + "physicsmode" "3" } @@ -367,6 +596,7 @@ "Item.Large" { "base" "Item.Base" + "physicsmode" "1" } @@ -405,6 +635,7 @@ { "base" "Pottery.Base" "health" "70" + "physicsmode" "1" } // Huge pottery objects. @@ -413,6 +644,38 @@ { "base" "Pottery.Base" "health" "100" + "physicsmode" "1" + } + + // Breakable small pottery + "Pottery.break" + { + "base" "Pottery.Base" + "physicsmode" "3" + "health" "20" + } + + // small potted plants + "Pottery.Plant" + { + "base" "Pottery.Base" + "physicsmode" "3" + } + + // Breakable small pottery (Server Side) + "Pottery.break2" + { + "base" "Pottery.Base" + "physicsmode" "1" + "health" "20" + } + + // small potted plants (Breakable) + "Pottery.PlantBreak" + { + "base" "Pottery.Base" + "physicsmode" "3" + "health" "20" } diff --git a/mp/game/momentum/shadereditorui/CRYSRG__.TTF b/mp/game/momentum/shadereditorui/CRYSRG__.TTF new file mode 100644 index 0000000000..1d6a02ce8e Binary files /dev/null and b/mp/game/momentum/shadereditorui/CRYSRG__.TTF differ diff --git a/mp/game/momentum/shadereditorui/CRYSRG__readme.txt b/mp/game/momentum/shadereditorui/CRYSRG__readme.txt new file mode 100644 index 0000000000..2a89a325f4 --- /dev/null +++ b/mp/game/momentum/shadereditorui/CRYSRG__readme.txt @@ -0,0 +1,98 @@ + +******* Crystal Font: Disclaimer and Conditions of Use *********** +* * +* Although every attempt has been made to ensure the quality and * +* integrity of the Crystal font, no guarantee is expressed or * +* implied. * +* * +* You may use the Crystal font family FREE OF CHARGE for any * +* personal or commercial software application or document. * +* However, if you use the font in a publicly distributed * +* application or document, a byline in the online and/or paper * +* acknowledgements would be appreciated. * +* * +****************************************************************** + +---------------------------- History ----------------------------- + +Version 5.1 25-Mar-99 + + * Symmetry of the number 8 improved. + + * Curvature of tilde exagerated to prevent it from looking + like a straight line at low point sizes. + +------------------------------------------------------------------ + +Version 5.0 16-Feb-99 + + * Several character shapes have been changed to improve + distinctiveness and legibility. + + * All character outlines have been made more precise + and uniform, resulting in better on-screen legibility + and consistency (i.e. improved "color"). + + * The hints for every character have been reviewed and + improved. Because the font does not use delta hints, + however, it's on-screen appearance is not quite as good + at low point sizes as fonts that do. + + * Direct support for bold, oblique, and bold oblique + family members has been dropped. The shapes calculated by + the rasterizer look better. + +------------------------------------------------------------------ + +Version 4.0 11-Dec-97 + + * The on-screen appearance has been improved considerably. + + * Characters are slightly (about 2%) narrower, allowing + more characters per line. + + * MS-DOS graphics characters have been added. As a result + the character keymap has changed somewhat. The keycodes + for the standard characters has not changed, but the + keycodes of special characters such as '(c)' (copyright) + have changed. + +------------------------------------------------------------------ + +Version 3.0 24-Jan-97 + + * Fixed a problem with the attributes of the oblique + family members. + +------------------------------------------------------------------ + +Version 2.0 5-May-96 + + * The entire font family (regular, oblique, bold, and + bold oblique is supported. + * The weight of the font has been made considerably + more uniform. + * Character shapes have been tweaked for a better + screen appearance. + * Additional character positions have been filled to + prevent problems with desktop publishing applications. + +------------------------------------------------------------------ + +Version 1.0 3-Oct-95 + + * Origination + +------------------------------------------------------------------ + +****************************************************************** +* * +* My thanks to all of you who have downloaded the Crystal font, * +* especially to those who have provided feedback: most recently * +* Paul Newbauer and Maximillian A. Bond. * +* * +* Please send your comments, criticisms, or suggestions to: * +* * +* Jerry Fitzpatrick jerryf@braveidea.com * +* * +****************************************************************** diff --git a/mp/game/momentum/shadereditorui/ShaderEditorScheme.res b/mp/game/momentum/shadereditorui/ShaderEditorScheme.res new file mode 100644 index 0000000000..c14cdedc7f --- /dev/null +++ b/mp/game/momentum/shadereditorui/ShaderEditorScheme.res @@ -0,0 +1,1271 @@ +/////////////////////////////////////////////////////////// +// Tracker scheme resource file +// +// sections: +// Colors - all the colors used by the scheme +// BaseSettings - contains settings for app to use to draw controls +// Fonts - list of all the fonts used by app +// Borders - description of all the borders +// +/////////////////////////////////////////////////////////// +Scheme +{ + //////////////////////// COLORS /////////////////////////// + // color details + // this is a list of all the colors used by the scheme + Colors + { + // base colors + "White" "255 255 255 255" + "OffWhite" "216 216 216 255" + "DullWhite" "142 142 142 255" + "Orange" "16 170 255 255" //"255 155 0 255" // blue is the new orange. + "TransparentBlack" "0 0 0 128" + "Black" "0 0 0 255" + + "Blank" "0 0 0 0" + + "SteamLightGreen" "157 194 80 255" + "AchievementsLightGrey" "79 79 79 255" + "AchievementsDarkGrey" "55 55 55 255" + "AchievementsInactiveFG" "130 130 130 255" + + "Grey" "48 48 48 255" //"96 96 96 255" + "Grey_Dark" "32 32 32 255" //"64 64 64 255" + "Grey_Faint" "32 32 32 255" //"64 64 64 255" + "Grey_Light" "110 110 110 255" //"160 160 160 255" + "White" "255 255 255 255" + + "Grey_t" "32 32 32 216" //"64 64 64 216" + "Grey_Faint_t" "24 24 24 216" //"32 32 32 216" + } + + ///////////////////// BASE SETTINGS //////////////////////// + // + // default settings for all panels + // controls use these to determine their settings + BaseSettings + { + "FgColor" "White" + "BgColor" "Grey" + + "Panel.FgColor" "White" + "Panel.BgColor" "Grey" + + "Frame.FgColor" "White" + "Frame.BgColor" "Grey" + "Frame.OutOfFocusBgColor" "Grey_Faint" + + NodeView.Bg "92 92 92 255" + NodeView.Grid "80 80 80 255" //"110 110 110 255" + NodeView.Vignette "0 0 0 112" + + EditorRoot.OutOfDate "40 80 120 255" + EditorRoot.Error "200 64 32 255" + + SmartText.SelectionBG "Orange" + SmartText.SelectionFG "16 16 16 255" + + Button.TextColor "White" + Button.ArmedTextColor "Grey_Dark" + Button.ArmedBgColor "Grey_Light" + + Menu.SeparatorColor "0 0 0 255" + Menu.BgColor "Grey_t" + + // vgui_controls color specifications + Border.Bright "180 180 180 164" //"200 200 200 196" // the lit side of a control + Border.Dark "40 40 40 196" // the dark/unlit side of a control + Border.Selection "Black" // the additional border color for displaying the default/selected button + + Button.BgColor "Blank" + Button.ArmedBgColor "Blank" + Button.DepressedTextColor "White" + Button.DepressedBgColor "Blank" + Button.FocusBorderColor "Black" + + CheckButton.TextColor "White" + CheckButton.SelectedTextColor "White" + CheckButton.BgColor "TransparentBlack" + CheckButton.Border1 "Border.Dark" // the left checkbutton border + CheckButton.Border2 "Border.Bright" // the right checkbutton border + CheckButton.Check "White" // color of the check itself + CheckButton.HighlightFgColor "OffWhite" + CheckButton.ArmedBgColor "Blank" + CheckButton.DepressedBgColor "Blank" + CheckButton.DisabledBgColor "TransparentBlack" + CheckButton.TextArmedColor "OffWhite" + CheckButton.TextDepressedColor "Grey_Light" + CheckButton.TextDefaultColor "DullWhite" + + + ComboBoxButton.ArrowColor "DullWhite" + ComboBoxButton.ArmedArrowColor "White" + ComboBoxButton.BgColor "Blank" + ComboBoxButton.DisabledBgColor "Blank" + + Frame.TitleTextInsetX 16 + Frame.ClientInsetX 8 + Frame.ClientInsetY 6 + Frame.FocusTransitionEffectTime "0.3" // time it takes for a window to fade in/out on focus/out of focus + Frame.TransitionEffectTime "0.3" // time it takes for a window to fade in/out on open/close + Frame.AutoSnapRange "0" + FrameGrip.Color1 "200 200 200 196" + FrameGrip.Color2 "0 0 0 196" + FrameTitleButton.FgColor "200 200 200 196" + FrameTitleButton.BgColor "Blank" + FrameTitleButton.DisabledFgColor "255 255 255 192" + FrameTitleButton.DisabledBgColor "Blank" + FrameSystemButton.FgColor "Blank" + FrameSystemButton.BgColor "Blank" + FrameSystemButton.Icon "" + FrameSystemButton.DisabledIcon "" + FrameTitleBar.Font "UiBold" + FrameTitleBar.Font "DefaultLarge" + FrameTitleBar.TextColor "White" + FrameTitleBar.BgColor "Blank" + FrameTitleBar.DisabledTextColor "255 255 255 192" + FrameTitleBar.DisabledBgColor "Blank" + + GraphPanel.FgColor "White" + GraphPanel.BgColor "TransparentBlack" + + Label.TextDullColor "DullWhite" + Label.TextColor "OffWhite" + Label.TextBrightColor "White" + Label.SelectedTextColor "White" + Label.BgColor "Blank" + Label.DisabledFgColor1 "117 117 117 255" + Label.DisabledFgColor2 "30 30 30 255" + + ListPanel.TextColor "OffWhite" + ListPanel.TextBgColor "Blank" + ListPanel.BgColor "TransparentBlack" + ListPanel.SelectedTextColor "Black" + ListPanel.SelectedBgColor "Orange" + ListPanel.SelectedOutOfFocusBgColor "255 155 0 128" + ListPanel.EmptyListInfoTextColor "OffWhite" + + Menu.TextColor "White" + Menu.BgColor "160 160 160 64" + Menu.ArmedTextColor "Black" + Menu.ArmedBgColor "Grey_Light" //"Orange" + Menu.TextInset "6" + + Panel.FgColor "DullWhite" + Panel.BgColor "Blank" + + ProgressBar.FgColor "White" + ProgressBar.BgColor "TransparentBlack" + + PropertySheet.TextColor "OffWhite" + PropertySheet.SelectedTextColor "White" + PropertySheet.TransitionEffectTime "0.25" // time to change from one tab to another + + RadioButton.TextColor "DullWhite" + RadioButton.SelectedTextColor "White" + + RichText.TextColor "OffWhite" + RichText.BgColor "TransparentBlack" + RichText.SelectedTextColor "Black" + RichText.SelectedBgColor "Orange" + + ScrollBar.Wide 17 + + ScrollBarButton.FgColor "White" + ScrollBarButton.BgColor "Blank" + ScrollBarButton.ArmedFgColor "White" + ScrollBarButton.ArmedBgColor "Blank" + ScrollBarButton.DepressedFgColor "White" + ScrollBarButton.DepressedBgColor "Blank" + + ScrollBarSlider.FgColor "Blank" // nob color + ScrollBarSlider.BgColor "255 255 255 64" // slider background color + + SectionedListPanel.HeaderTextColor "White" + SectionedListPanel.HeaderBgColor "Blank" + SectionedListPanel.DividerColor "Black" + SectionedListPanel.TextColor "DullWhite" + SectionedListPanel.BrightTextColor "White" + SectionedListPanel.BgColor "TransparentBlack" + SectionedListPanel.SelectedTextColor "Black" + SectionedListPanel.SelectedBgColor "Orange" + SectionedListPanel.OutOfFocusSelectedTextColor "Black" + SectionedListPanel.OutOfFocusSelectedBgColor "255 155 0 128" + + Slider.NobColor "108 108 108 255" + Slider.TextColor "180 180 180 255" + Slider.TrackColor "31 31 31 255" + Slider.DisabledTextColor1 "117 117 117 255" + Slider.DisabledTextColor2 "30 30 30 255" + + TextEntry.TextColor "OffWhite" + TextEntry.BgColor "TransparentBlack" + TextEntry.CursorColor "OffWhite" + TextEntry.DisabledTextColor "DullWhite" + TextEntry.DisabledBgColor "Blank" + TextEntry.SelectedTextColor "Black" + TextEntry.SelectedBgColor "Orange" + TextEntry.OutOfFocusSelectedBgColor "255 155 0 128" + TextEntry.FocusEdgeColor "0 0 0 196" + + ToggleButton.SelectedTextColor "White" + + Tooltip.TextColor "0 0 0 196" + Tooltip.BgColor "Orange" + + TreeView.BgColor "TransparentBlack" + + WizardSubPanel.BgColor "Blank" + + // scheme-specific colors + MainMenu.TextColor "White" + MainMenu.ArmedTextColor "200 200 200 255" + MainMenu.DepressedTextColor "192 186 80 255" + MainMenu.MenuItemHeight "30" + + MainMenu.Inset "32" + MainMenu.Backdrop "0 0 0 156" + + Console.TextColor "OffWhite" + Console.DevTextColor "White" + + NewGame.TextColor "White" + NewGame.FillColor "0 0 0 255" + NewGame.SelectionColor "Orange" + NewGame.DisabledColor "128 128 128 196" + + + "QuickListBGDeselected" "AchievementsDarkGrey" + "QuickListBGSelected" "AchievementsLightGrey" + } + + //////////////////////// BITMAP FONT FILES ///////////////////////////// + // + // Bitmap Fonts are ****VERY*** expensive static memory resources so they are purposely sparse + BitmapFontFiles + { + // UI buttons, custom font, (256x64) + "Buttons" "materials/vgui/fonts/buttons_32.vbf" + } + + //////////////////////// FONTS ///////////////////////////// + // + // describes all the fonts + Fonts + { + // fonts are used in order that they are listed + // fonts listed later in the order will only be used if they fulfill a range not already filled + // if a font fails to load then the subsequent fonts will replace + // fonts are used in order that they are listed + "DebugFixed" + { + "1" + { + "name" "Courier New" + "tall" "10" + "weight" "500" + "antialias" "1" + } + } + // fonts are used in order that they are listed + "DebugFixedSmall" + { + "1" + { + "name" "Courier New" + "tall" "7" + "weight" "500" + "antialias" "1" + } + } + "DefaultFixedOutline" + { + "1" + { + "name" "Lucida Console" + "tall" "10" + "tall_lodef" "15" + "tall_hidef" "20" + "weight" "0" + "outline" "1" + } + } + "DefaultBold" + { + "1" + { + "name" "Tahoma" + "tall" "16" + "weight" "1000" + } + } + "DefaultUnderline" + { + "1" + { + "name" "Tahoma" + "tall" "16" + "weight" "500" + "underline" "1" + } + } + "DefaultSmallDropShadow" + { + "1" + { + "name" "Tahoma" + "tall" "13" + "weight" "0" + "dropshadow" "1" + } + } + Default + { + "1" + { + "name" "Verdana" + "tall" "14" + "weight" "0" + "range" "0x0000 0x017F" + "yres" "480 599" + } + "2" + { + "name" "Verdana" + "tall" "15" + "weight" "0" + "range" "0x0000 0x017F" + "yres" "600 767" + } + "3" + { + "name" "Verdana" + "tall" "16" + "weight" "0" + "range" "0x0000 0x017F" + "yres" "768 1023" + "antialias" "1" + } + "4" + { + "name" "Verdana" + "tall" "16" + "weight" "0" + "range" "0x0000 0x017F" + "yres" "1024 1199" + "antialias" "1" + } + "5" + { + "name" "Verdana" + "tall" "17" + "weight" "0" + "range" "0x0000 0x017F" + "yres" "1200 6000" + "antialias" "1" + } + } + "DefaultSmall" + { + "1" + { + "name" "Verdana" + "tall" "14" + "weight" "0" + "range" "0x0000 0x017F" + "yres" "480 599" + } + "2" + { + "name" "Verdana" + "tall" "15" + "weight" "0" + "range" "0x0000 0x017F" + "yres" "600 767" + } + "3" + { + "name" "Verdana" + "tall" "16" + "weight" "0" + "range" "0x0000 0x017F" + "yres" "768 1023" + "antialias" "1" + } + "4" + { + "name" "Verdana" + "tall" "16" + "weight" "0" + "range" "0x0000 0x017F" + "yres" "1024 1199" + "antialias" "1" + } + "5" + { + "name" "Verdana" + "tall" "17" + "weight" "0" + "range" "0x0000 0x017F" + "yres" "1200 6000" + "antialias" "1" + } } + "DefaultVerySmall" + { + "1" + { + "name" "Verdana" + "tall" "9" + "weight" "0" + "range" "0x0000 0x017F" // Basic Latin, Latin-1 Supplement, Latin Extended-A + "yres" "480 599" + } + "2" + { + "name" "Verdana" + "tall" "10" + "weight" "0" + "range" "0x0000 0x017F" // Basic Latin, Latin-1 Supplement, Latin Extended-A + "yres" "600 767" + } + "3" + { + "name" "Verdana" + "tall" "11" + "weight" "0" + "range" "0x0000 0x017F" // Basic Latin, Latin-1 Supplement, Latin Extended-A + "yres" "768 1023" + "antialias" "1" + } + "4" + { + "name" "Verdana" + "tall" "11" + "weight" "0" + "range" "0x0000 0x017F" // Basic Latin, Latin-1 Supplement, Latin Extended-A + "yres" "1024 1199" + "antialias" "1" + } + "5" + { + "name" "Verdana" + "tall" "12" + "weight" "0" + "range" "0x0000 0x017F" // Basic Latin, Latin-1 Supplement, Latin Extended-A + "yres" "1200 6000" + "antialias" "1" + } + } + + + "DefaultLarge" + { + "1" + { + "name" "Tahoma" + "tall" "18" + "weight" "0" + } + } + "UiBold" + { + "1" + { + "name" "Tahoma" + "tall" "12" + "weight" "1000" + } + } + "MenuLarge" + { + "1" + { + "name" "Verdana" + "tall" "16" + "weight" "600" + "antialias" "1" + } + } + "AchievementTitleFont" + { + "1" + { + "name" "Verdana" + "tall" "20" + "weight" "1200" + "antialias" "1" + "outline" "1" + } + } + + "AchievementTitleFontSmaller" + { + "1" + { + "name" "Verdana" + "tall" "18" + "weight" "1200" + "antialias" "1" + //"outline" "1" + } + } + + + "AchievementDescriptionFont" + { + "1" + { + "name" "Verdana" + "tall" "15" + "weight" "1200" + "antialias" "1" + "outline" "1" + "yres" "0 480" + } + "2" + { + "name" "Verdana" + "tall" "20" + "weight" "1200" + "antialias" "1" + "outline" "1" + "yres" "481 10000" + } + } + + GameUIButtons + { + + } + "ConsoleText" + { + "1" + { + "name" "Lucida Console" + "tall" "10" + "weight" "500" + } + } + + // this is the symbol font + "Marlett" + { + "1" + { + "name" "Marlett" + "tall" "14" + "weight" "0" + "symbol" "1" + } + } + + "Trebuchet24" + { + "1" + { + "name" "Trebuchet MS" + "tall" "24" + "weight" "900" + } + } + + "Trebuchet20" + { + "1" + { + "name" "Trebuchet MS" + "tall" "20" + "weight" "900" + } + } + + "Trebuchet18" + { + "1" + { + "name" "Trebuchet MS" + "tall" "18" + "weight" "900" + } + } + + // HUD numbers + // We use multiple fonts to 'pulse' them in the HUD, hence the need for many of near size + "HUDNumber" + { + "1" + { + "name" "Trebuchet MS" + "tall" "40" + "weight" "900" + } + } + "HUDNumber1" + { + "1" + { + "name" "Trebuchet MS" + "tall" "41" + "weight" "900" + } + } + "HUDNumber2" + { + "1" + { + "name" "Trebuchet MS" + "tall" "42" + "weight" "900" + } + } + "HUDNumber3" + { + "1" + { + "name" "Trebuchet MS" + "tall" "43" + "weight" "900" + } + } + "HUDNumber4" + { + "1" + { + "name" "Trebuchet MS" + "tall" "44" + "weight" "900" + } + } + "HUDNumber5" + { + "1" + { + "name" "Trebuchet MS" + "tall" "45" + "weight" "900" + } + } + "DefaultFixed" + { + "1" + { + "name" "Lucida Console" + "tall" "10" + "weight" "0" + } +// "1" +// { +// "name" "FixedSys" +// "tall" "20" +// "weight" "0" +// } + } + + "DefaultFixedDropShadow" + { + "1" + { + "name" "Lucida Console" + "tall" "10" + "weight" "0" + "dropshadow" "1" + } +// "1" +// { +// "name" "FixedSys" +// "tall" "20" +// "weight" "0" +// } + } + + "CloseCaption_Normal" + { + "1" + { + "name" "Tahoma" + "tall" "16" + "weight" "500" + } + } + "CloseCaption_Italic" + { + "1" + { + "name" "Tahoma" + "tall" "16" + "weight" "500" + "italic" "1" + } + } + "CloseCaption_Bold" + { + "1" + { + "name" "Tahoma" + "tall" "16" + "weight" "900" + } + } + "CloseCaption_BoldItalic" + { + "1" + { + "name" "Tahoma" + "tall" "16" + "weight" "900" + "italic" "1" + } + } + + TitleFont + { + "1" + { + "name" "HalfLife2" + "tall" "72" + "weight" "400" + "antialias" "1" + "custom" "1" + } + } + + TitleFont2 + { + "1" + { + "name" "HalfLife2" + "tall" "120" + "weight" "400" + "antialias" "1" + "custom" "1" + } + } + + StatsTitle + { + "1" + { + "name" "Arial" + "weight" "2000" + "tall" "20" + "antialias" "1" + } + } + + StatsText + { + "1" + { + "name" "Arial" + "weight" "2000" + "tall" "18" + "antialias" "1" + } + } + + AchievementItemTitle + { + "1" + { + "name" "Arial" + "weight" "1500" + "tall" "16" + "antialias" "1" + } + } + + AchievementItemTitleLarge + { + "1" + { + "name" "Arial" + "weight" "1500" + "tall" "18" + "antialias" "1" + } + } + + AchievementItemDescription + { + "1" + { + "name" "Arial" + "weight" "1000" + "tall" "14" + "antialias" "1" + } + } + + + "ServerBrowserTitle" + { + "1" + { + "name" "Tahoma" + "tall" "35" + "tall_lodef" "40" + "weight" "500" + "additive" "0" + "antialias" "1" + } + } + + "ServerBrowserSmall" + { + "1" + { + "name" "Tahoma" + "tall" "16" + "weight" "0" + "range" "0x0000 0x017F" // Basic Latin, Latin-1 Supplement, Latin Extended-A + "yres" "480 599" + } + "2" + { + "name" "Tahoma" + "tall" "16" + "weight" "0" + "range" "0x0000 0x017F" // Basic Latin, Latin-1 Supplement, Latin Extended-A + "yres" "600 767" + } + "3" + { + "name" "Tahoma" + "tall" "16" + "weight" "0" + "range" "0x0000 0x017F" // Basic Latin, Latin-1 Supplement, Latin Extended-A + "yres" "768 1023" + "antialias" "1" + } + "4" + { + "name" "Tahoma" + "tall" "19" + "weight" "0" + "range" "0x0000 0x017F" // Basic Latin, Latin-1 Supplement, Latin Extended-A + "yres" "1024 1199" + "antialias" "1" + } + "5" + { + "name" "Tahoma" + "tall" "19" + "weight" "0" + "range" "0x0000 0x017F" // Basic Latin, Latin-1 Supplement, Latin Extended-A + "yres" "1200 6000" + "antialias" "1" + } + } + + } + + // + //////////////////// BORDERS ////////////////////////////// + // + // describes all the border types + Borders + { + BaseBorder DepressedBorder + ButtonBorder RaisedBorder + ComboBoxBorder DepressedBorder + MenuBorder RaisedBorder + BrowserBorder DepressedBorder + PropertySheetBorder RaisedBorder + + FrameBorder + { + // rounded corners for frames + "backgroundtype" "2" + } + + DepressedBorder + { + "inset" "0 0 1 1" + Left + { + "1" + { + "color" "Border.Dark" + "offset" "0 1" + } + } + + Right + { + "1" + { + "color" "Border.Bright" + "offset" "1 0" + } + } + + Top + { + "1" + { + "color" "Border.Dark" + "offset" "0 0" + } + } + + Bottom + { + "1" + { + "color" "Border.Bright" + "offset" "0 0" + } + } + } + RaisedBorder + { + "inset" "0 0 1 1" + Left + { + "1" + { + "color" "Border.Bright" + "offset" "0 1" + } + } + + Right + { + "1" + { + "color" "Border.Dark" + "offset" "0 0" + } + } + + Top + { + "1" + { + "color" "Border.Bright" + "offset" "0 1" + } + } + + Bottom + { + "1" + { + "color" "Border.Dark" + "offset" "0 0" + } + } + } + + TitleButtonBorder + { + "backgroundtype" "0" + } + + TitleButtonDisabledBorder + { + "backgroundtype" "0" + } + + TitleButtonDepressedBorder + { + "backgroundtype" "0" + } + + ScrollBarButtonBorder + { + "inset" "2 2 0 0" + Left + { + "1" + { + "color" "Border.Bright" + "offset" "0 1" + } + } + + Right + { + "1" + { + "color" "Border.Dark" + "offset" "1 0" + } + } + + Top + { + "1" + { + "color" "Border.Bright" + "offset" "0 0" + } + } + + Bottom + { + "1" + { + "color" "Border.Dark" + "offset" "0 0" + } + } + } + + ScrollBarButtonDepressedBorder + { + "inset" "2 2 0 0" + Left + { + "1" + { + "color" "Border.Dark" + "offset" "0 1" + } + } + + Right + { + "1" + { + "color" "Border.Bright" + "offset" "1 0" + } + } + + Top + { + "1" + { + "color" "Border.Dark" + "offset" "0 0" + } + } + + Bottom + { + "1" + { + "color" "Border.Bright" + "offset" "0 0" + } + } + } + + TabBorder + { + "inset" "0 0 1 1" + Left + { + "1" + { + "color" "Border.Bright" + "offset" "0 1" + } + } + + Right + { + "1" + { + "color" "Border.Dark" + "offset" "1 0" + } + } + + Top + { + "1" + { + "color" "Border.Bright" + "offset" "0 0" + } + } + + } + + TabActiveBorder + { + "inset" "0 0 1 0" + Left + { + "1" + { + "color" "Border.Bright" + "offset" "0 0" + } + } + + Right + { + "1" + { + "color" "Border.Dark" + "offset" "1 0" + } + } + + Top + { + "1" + { + "color" "Border.Bright" + "offset" "0 0" + } + } + + } + + + ToolTipBorder + { + "inset" "0 0 1 0" + Left + { + "1" + { + "color" "Border.Dark" + "offset" "0 0" + } + } + + Right + { + "1" + { + "color" "Border.Dark" + "offset" "1 0" + } + } + + Top + { + "1" + { + "color" "Border.Dark" + "offset" "0 0" + } + } + + Bottom + { + "1" + { + "color" "Border.Dark" + "offset" "0 0" + } + } + } + + // this is the border used for default buttons (the button that gets pressed when you hit enter) + ButtonKeyFocusBorder + { + "inset" "0 0 1 1" + Left + { + "1" + { + "color" "Border.Selection" + "offset" "0 0" + } + "2" + { + "color" "Border.Bright" + "offset" "0 1" + } + } + Top + { + "1" + { + "color" "Border.Selection" + "offset" "0 0" + } + "2" + { + "color" "Border.Bright" + "offset" "1 0" + } + } + Right + { + "1" + { + "color" "Border.Selection" + "offset" "0 0" + } + "2" + { + "color" "Border.Dark" + "offset" "1 0" + } + } + Bottom + { + "1" + { + "color" "Border.Selection" + "offset" "0 0" + } + "2" + { + "color" "Border.Dark" + "offset" "0 0" + } + } + } + + ButtonDepressedBorder + { + "inset" "2 1 1 1" + Left + { + "1" + { + "color" "Border.Dark" + "offset" "0 1" + } + } + + Right + { + "1" + { + "color" "Border.Bright" + "offset" "1 0" + } + } + + Top + { + "1" + { + "color" "Border.Dark" + "offset" "0 0" + } + } + + Bottom + { + "1" + { + "color" "Border.Bright" + "offset" "0 0" + } + } + } + } + + //////////////////////// CUSTOM FONT FILES ///////////////////////////// + // + // specifies all the custom (non-system) font files that need to be loaded to service the above described fonts + CustomFontFiles + { + //"1" "resource/HALFLIFE2.ttf" + //"2" "resource/HL2EP2.ttf" + //"1" "shadereditorui/consola.ttf" + "1" "shadereditorui/monof55.ttf" + "2" "shadereditorui/CRYSRG__.ttf" + } +} diff --git a/mp/game/momentum/shadereditorui/ShaderEditorScheme_Old.res b/mp/game/momentum/shadereditorui/ShaderEditorScheme_Old.res new file mode 100644 index 0000000000..80515d5180 --- /dev/null +++ b/mp/game/momentum/shadereditorui/ShaderEditorScheme_Old.res @@ -0,0 +1,1344 @@ +/////////////////////////////////////////////////////////// +// Tracker scheme resource file +// +// sections: +// Colors - all the colors used by the scheme +// BaseSettings - contains settings for app to use to draw controls +// Fonts - list of all the fonts used by app +// Borders - description of all the borders +// +/////////////////////////////////////////////////////////// +Scheme +{ + //////////////////////// COLORS /////////////////////////// + // color details + // this is a list of all the colors used by the scheme + Colors + { + // base colors + "White" "255 255 255 255" + "OffWhite" "216 216 216 255" + "DullWhite" "142 142 142 255" + "Orange" "255 155 0 255" + "TransparentBlack" "0 0 0 128" + "Black" "0 0 0 255" + + "Blank" "0 0 0 0" + + "SteamLightGreen" "157 194 80 255" + "AchievementsLightGrey" "79 79 79 255" + "AchievementsDarkGrey" "55 55 55 255" + "AchievementsInactiveFG" "130 130 130 255" + + "Grey" "96 96 96 255" + "Grey_Dark" "64 64 64 255" + "Grey_Faint" "64 64 64 255" + "Grey_Light" "160 160 160 255" + "White" "255 255 255 255" + + "Grey_t" "64 64 64 216" + "Grey_Faint_t" "32 32 32 216" + } + + ///////////////////// BASE SETTINGS //////////////////////// + // + // default settings for all panels + // controls use these to determine their settings + BaseSettings + { + "FgColor" "White" + "BgColor" "Grey" + + "Panel.FgColor" "White" + "Panel.BgColor" "Grey" + + "Frame.FgColor" "White" + "Frame.BgColor" "Grey" + "Frame.OutOfFocusBgColor" "Grey_Faint" + + "NodeView.Bg" "Grey_Light" + + Button.TextColor "White" + Button.ArmedTextColor "Grey_Dark" + Button.ArmedBgColor "Grey_Light" + + Menu.SeparatorColor "0 0 0 255" + Menu.BgColor "Grey_t" + + // vgui_controls color specifications + Border.Bright "200 200 200 196" // the lit side of a control + Border.Dark "40 40 40 196" // the dark/unlit side of a control + Border.Selection "Black" // the additional border color for displaying the default/selected button + + Button.BgColor "Blank" + Button.ArmedBgColor "Blank" [$WIN32] + Button.DepressedTextColor "White" + Button.DepressedBgColor "Blank" + Button.FocusBorderColor "Black" + + CheckButton.TextColor "White" + CheckButton.SelectedTextColor "White" + CheckButton.BgColor "TransparentBlack" + CheckButton.Border1 "Border.Dark" // the left checkbutton border + CheckButton.Border2 "Border.Bright" // the right checkbutton border + CheckButton.Check "White" // color of the check itself + CheckButton.HighlightFgColor "OffWhite" + CheckButton.ArmedBgColor "Blank" + CheckButton.DepressedBgColor "Blank" + CheckButton.DisabledBgColor "TransparentBlack" + + ComboBoxButton.ArrowColor "DullWhite" + ComboBoxButton.ArmedArrowColor "White" + ComboBoxButton.BgColor "Blank" + ComboBoxButton.DisabledBgColor "Blank" + + Frame.TitleTextInsetX 16 + Frame.ClientInsetX 8 + Frame.ClientInsetY 6 + Frame.FocusTransitionEffectTime "0.3" // time it takes for a window to fade in/out on focus/out of focus + Frame.TransitionEffectTime "0.3" [$WIN32] // time it takes for a window to fade in/out on open/close + Frame.TransitionEffectTime "0.2" [$X360] // time it takes for a window to fade in/out on open/close + Frame.AutoSnapRange "0" + FrameGrip.Color1 "200 200 200 196" + FrameGrip.Color2 "0 0 0 196" + FrameTitleButton.FgColor "200 200 200 196" + FrameTitleButton.BgColor "Blank" + FrameTitleButton.DisabledFgColor "255 255 255 192" + FrameTitleButton.DisabledBgColor "Blank" + FrameSystemButton.FgColor "Blank" + FrameSystemButton.BgColor "Blank" + FrameSystemButton.Icon "" + FrameSystemButton.DisabledIcon "" + FrameTitleBar.Font "UiBold" [$WIN32] + FrameTitleBar.Font "DefaultLarge" [$WIN32] + FrameTitleBar.TextColor "White" + FrameTitleBar.BgColor "Blank" + FrameTitleBar.DisabledTextColor "255 255 255 192" + FrameTitleBar.DisabledBgColor "Blank" + + GraphPanel.FgColor "White" + GraphPanel.BgColor "TransparentBlack" + + Label.TextDullColor "DullWhite" + Label.TextColor "OffWhite" + Label.TextBrightColor "White" + Label.SelectedTextColor "White" + Label.BgColor "Blank" + Label.DisabledFgColor1 "117 117 117 255" + Label.DisabledFgColor2 "30 30 30 255" + + ListPanel.TextColor "OffWhite" + ListPanel.TextBgColor "Blank" + ListPanel.BgColor "TransparentBlack" + ListPanel.SelectedTextColor "Black" + ListPanel.SelectedBgColor "Orange" + ListPanel.SelectedOutOfFocusBgColor "255 155 0 128" + ListPanel.EmptyListInfoTextColor "OffWhite" + + Menu.TextColor "White" + Menu.BgColor "160 160 160 64" + Menu.ArmedTextColor "Black" + Menu.ArmedBgColor "Orange" + Menu.TextInset "6" + + Panel.FgColor "DullWhite" + Panel.BgColor "Blank" + + ProgressBar.FgColor "White" + ProgressBar.BgColor "TransparentBlack" + + PropertySheet.TextColor "OffWhite" + PropertySheet.SelectedTextColor "White" + PropertySheet.TransitionEffectTime "0.25" // time to change from one tab to another + + RadioButton.TextColor "DullWhite" + RadioButton.SelectedTextColor "White" + + RichText.TextColor "OffWhite" + RichText.BgColor "TransparentBlack" + RichText.SelectedTextColor "Black" + RichText.SelectedBgColor "Orange" + + ScrollBar.Wide 17 + + ScrollBarButton.FgColor "White" + ScrollBarButton.BgColor "Blank" + ScrollBarButton.ArmedFgColor "White" + ScrollBarButton.ArmedBgColor "Blank" + ScrollBarButton.DepressedFgColor "White" + ScrollBarButton.DepressedBgColor "Blank" + + ScrollBarSlider.FgColor "Blank" // nob color + ScrollBarSlider.BgColor "255 255 255 64" // slider background color + + SectionedListPanel.HeaderTextColor "White" + SectionedListPanel.HeaderBgColor "Blank" + SectionedListPanel.DividerColor "Black" + SectionedListPanel.TextColor "DullWhite" + SectionedListPanel.BrightTextColor "White" + SectionedListPanel.BgColor "TransparentBlack" + SectionedListPanel.SelectedTextColor "Black" + SectionedListPanel.SelectedBgColor "Orange" + SectionedListPanel.OutOfFocusSelectedTextColor "Black" + SectionedListPanel.OutOfFocusSelectedBgColor "255 155 0 128" + + Slider.NobColor "108 108 108 255" + Slider.TextColor "180 180 180 255" + Slider.TrackColor "31 31 31 255" + Slider.DisabledTextColor1 "117 117 117 255" + Slider.DisabledTextColor2 "30 30 30 255" + + TextEntry.TextColor "OffWhite" + TextEntry.BgColor "TransparentBlack" + TextEntry.CursorColor "OffWhite" + TextEntry.DisabledTextColor "DullWhite" + TextEntry.DisabledBgColor "Blank" + TextEntry.SelectedTextColor "Black" + TextEntry.SelectedBgColor "Orange" + TextEntry.OutOfFocusSelectedBgColor "255 155 0 128" + TextEntry.FocusEdgeColor "0 0 0 196" + + ToggleButton.SelectedTextColor "White" + + Tooltip.TextColor "0 0 0 196" + Tooltip.BgColor "Orange" + + TreeView.BgColor "TransparentBlack" + + WizardSubPanel.BgColor "Blank" + + // scheme-specific colors + MainMenu.TextColor "White" [$WIN32] + MainMenu.TextColor "200 200 200 255" [$X360] + MainMenu.ArmedTextColor "200 200 200 255" [$WIN32] + MainMenu.ArmedTextColor "White" [$X360] + MainMenu.DepressedTextColor "192 186 80 255" + MainMenu.MenuItemHeight "30" [$WIN32] + MainMenu.MenuItemHeight "22" [$X360] + MainMenu.MenuItemHeight_hidef "32" [$X360] + MainMenu.Inset "32" + MainMenu.Backdrop "0 0 0 156" + + Console.TextColor "OffWhite" + Console.DevTextColor "White" + + NewGame.TextColor "White" + NewGame.FillColor "0 0 0 255" + NewGame.SelectionColor "Orange" [$WIN32] + NewGame.SelectionColor "0 0 0 255" [$X360] + NewGame.DisabledColor "128 128 128 196" + + MessageDialog.MatchmakingBG "46 43 42 255" [$X360] + MessageDialog.MatchmakingBGBlack "22 22 22 255" [$X360] + + MatchmakingMenuItemTitleColor "200 184 151 255" [$X360] + MatchmakingMenuItemDescriptionColor "200 184 151 255" [$X360] + + "QuickListBGDeselected" "AchievementsDarkGrey" + "QuickListBGSelected" "AchievementsLightGrey" + } + + //////////////////////// BITMAP FONT FILES ///////////////////////////// + // + // Bitmap Fonts are ****VERY*** expensive static memory resources so they are purposely sparse + BitmapFontFiles + { + // UI buttons, custom font, (256x64) + "Buttons" "materials/vgui/fonts/buttons_32.vbf" + } + + //////////////////////// FONTS ///////////////////////////// + // + // describes all the fonts + Fonts + { + // fonts are used in order that they are listed + // fonts listed later in the order will only be used if they fulfill a range not already filled + // if a font fails to load then the subsequent fonts will replace + // fonts are used in order that they are listed + "DebugFixed" + { + "1" + { + "name" "Courier New" + "tall" "10" + "weight" "500" + "antialias" "1" + } + } + // fonts are used in order that they are listed + "DebugFixedSmall" + { + "1" + { + "name" "Courier New" + "tall" "7" + "weight" "500" + "antialias" "1" + } + } + "DefaultFixedOutline" + { + "1" + { + "name" "Lucida Console" + "tall" "10" + "tall_lodef" "15" + "tall_hidef" "20" + "weight" "0" + "outline" "1" + } + } + "DefaultBold" + { + "1" + { + "name" "Tahoma" + "tall" "16" + "weight" "1000" + } + } + "DefaultUnderline" + { + "1" + { + "name" "Tahoma" + "tall" "16" + "weight" "500" + "underline" "1" + } + } + "DefaultSmallDropShadow" + { + "1" + { + "name" "Tahoma" + "tall" "13" + "weight" "0" + "dropshadow" "1" + } + } + Default + { + "1" + { + "name" "Verdana" + "tall" "14" + "weight" "0" + "range" "0x0000 0x017F" + "yres" "480 599" + } + "2" + { + "name" "Verdana" + "tall" "15" + "weight" "0" + "range" "0x0000 0x017F" + "yres" "600 767" + } + "3" + { + "name" "Verdana" + "tall" "16" + "weight" "0" + "range" "0x0000 0x017F" + "yres" "768 1023" + "antialias" "1" + } + "4" + { + "name" "Verdana" + "tall" "16" + "weight" "0" + "range" "0x0000 0x017F" + "yres" "1024 1199" + "antialias" "1" + } + "5" + { + "name" "Verdana" + "tall" "17" + "weight" "0" + "range" "0x0000 0x017F" + "yres" "1200 6000" + "antialias" "1" + } + } + "DefaultSmall" + { + "1" + { + "name" "Verdana" + "tall" "14" + "weight" "0" + "range" "0x0000 0x017F" + "yres" "480 599" + } + "2" + { + "name" "Verdana" + "tall" "15" + "weight" "0" + "range" "0x0000 0x017F" + "yres" "600 767" + } + "3" + { + "name" "Verdana" + "tall" "16" + "weight" "0" + "range" "0x0000 0x017F" + "yres" "768 1023" + "antialias" "1" + } + "4" + { + "name" "Verdana" + "tall" "16" + "weight" "0" + "range" "0x0000 0x017F" + "yres" "1024 1199" + "antialias" "1" + } + "5" + { + "name" "Verdana" + "tall" "17" + "weight" "0" + "range" "0x0000 0x017F" + "yres" "1200 6000" + "antialias" "1" + } } + "DefaultVerySmall" + { + "1" + { + "name" "Verdana" + "tall" "9" + "weight" "0" + "range" "0x0000 0x017F" // Basic Latin, Latin-1 Supplement, Latin Extended-A + "yres" "480 599" + } + "2" + { + "name" "Verdana" + "tall" "10" + "weight" "0" + "range" "0x0000 0x017F" // Basic Latin, Latin-1 Supplement, Latin Extended-A + "yres" "600 767" + } + "3" + { + "name" "Verdana" + "tall" "11" + "weight" "0" + "range" "0x0000 0x017F" // Basic Latin, Latin-1 Supplement, Latin Extended-A + "yres" "768 1023" + "antialias" "1" + } + "4" + { + "name" "Verdana" + "tall" "11" + "weight" "0" + "range" "0x0000 0x017F" // Basic Latin, Latin-1 Supplement, Latin Extended-A + "yres" "1024 1199" + "antialias" "1" + } + "5" + { + "name" "Verdana" + "tall" "12" + "weight" "0" + "range" "0x0000 0x017F" // Basic Latin, Latin-1 Supplement, Latin Extended-A + "yres" "1200 6000" + "antialias" "1" + } + } + + + "DefaultLarge" + { + "1" + { + "name" "Tahoma" + "tall" "18" + "weight" "0" + } + } + "UiBold" + { + "1" [$WIN32] + { + "name" "Tahoma" + "tall" "12" + "weight" "1000" + } + "1" [$X360] + { + "name" "Tahoma" + "tall" "24" + "weight" "2000" + "outline" "1" + } + } + "ChapterTitle" [$X360] + { + "1" + { + "name" "Tahoma" + "tall" "20" + "tall_hidef" "28" + "weight" "2000" + "outline" "1" + } + } + "ChapterTitleBlur" [$X360] + { + "1" + { + "name" "Tahoma" + "tall" "20" + "tall_hidef" "28" + "weight" "2000" + "blur" "3" + "blur_hidef" "5" + } + } + "MenuLarge" + { + "1" [$WIN32] + { + "name" "Verdana" + "tall" "16" + "weight" "600" + "antialias" "1" + } + "1" [$X360] + { + "name" "Verdana" + "tall" "14" + "tall_hidef" "20" + "weight" "1200" + "antialias" "1" + "outline" "1" + } + } + "AchievementTitleFont" + { + "1" + { + "name" "Verdana" + "tall" "20" + "weight" "1200" + "antialias" "1" + "outline" "1" + } + } + + "AchievementTitleFontSmaller" + { + "1" + { + "name" "Verdana" + "tall" "18" + "weight" "1200" + "antialias" "1" + //"outline" "1" + } + } + + + "AchievementDescriptionFont" + { + "1" + { + "name" "Verdana" + "tall" "15" + "weight" "1200" + "antialias" "1" + "outline" "1" + "yres" "0 480" + } + "2" + { + "name" "Verdana" + "tall" "20" + "weight" "1200" + "antialias" "1" + "outline" "1" + "yres" "481 10000" + } + } + + GameUIButtons + { + "1" [$X360] + { + "bitmap" "1" + "name" "Buttons" + "scalex" "0.63" + "scaley" "0.63" + "scalex_hidef" "1.0" + "scaley_hidef" "1.0" + "scalex_lodef" "0.75" + "scaley_lodef" "0.75" + } + } + "ConsoleText" + { + "1" + { + "name" "Lucida Console" + "tall" "10" + "weight" "500" + } + } + + // this is the symbol font + "Marlett" + { + "1" + { + "name" "Marlett" + "tall" "14" + "weight" "0" + "symbol" "1" + } + } + + "Trebuchet24" + { + "1" + { + "name" "Trebuchet MS" + "tall" "24" + "weight" "900" + } + } + + "Trebuchet20" + { + "1" + { + "name" "Trebuchet MS" + "tall" "20" + "weight" "900" + } + } + + "Trebuchet18" + { + "1" + { + "name" "Trebuchet MS" + "tall" "18" + "weight" "900" + } + } + + // HUD numbers + // We use multiple fonts to 'pulse' them in the HUD, hence the need for many of near size + "HUDNumber" + { + "1" + { + "name" "Trebuchet MS" + "tall" "40" + "weight" "900" + } + } + "HUDNumber1" + { + "1" + { + "name" "Trebuchet MS" + "tall" "41" + "weight" "900" + } + } + "HUDNumber2" + { + "1" + { + "name" "Trebuchet MS" + "tall" "42" + "weight" "900" + } + } + "HUDNumber3" + { + "1" + { + "name" "Trebuchet MS" + "tall" "43" + "weight" "900" + } + } + "HUDNumber4" + { + "1" + { + "name" "Trebuchet MS" + "tall" "44" + "weight" "900" + } + } + "HUDNumber5" + { + "1" + { + "name" "Trebuchet MS" + "tall" "45" + "weight" "900" + } + } + "DefaultFixed" + { + "1" + { + "name" "Lucida Console" + "tall" "10" + "weight" "0" + } +// "1" +// { +// "name" "FixedSys" +// "tall" "20" +// "weight" "0" +// } + } + + "DefaultFixedDropShadow" + { + "1" + { + "name" "Lucida Console" + "tall" "10" + "weight" "0" + "dropshadow" "1" + } +// "1" +// { +// "name" "FixedSys" +// "tall" "20" +// "weight" "0" +// } + } + + "CloseCaption_Normal" + { + "1" + { + "name" "Tahoma" + "tall" "16" + "weight" "500" + } + } + "CloseCaption_Italic" + { + "1" + { + "name" "Tahoma" + "tall" "16" + "weight" "500" + "italic" "1" + } + } + "CloseCaption_Bold" + { + "1" + { + "name" "Tahoma" + "tall" "16" + "weight" "900" + } + } + "CloseCaption_BoldItalic" + { + "1" + { + "name" "Tahoma" + "tall" "16" + "weight" "900" + "italic" "1" + } + } + + TitleFont + { + "1" + { + "name" "HalfLife2" + "tall" "72" + "weight" "400" + "antialias" "1" + "custom" "1" + } + } + + TitleFont2 + { + "1" + { + "name" "HalfLife2" + "tall" "120" + "weight" "400" + "antialias" "1" + "custom" "1" + } + } + + AppchooserGameTitleFont [$X360] + { + "1" + { + "name" "Trebuchet MS" + "tall" "16" + "tall_hidef" "24" + "weight" "900" + "antialias" "1" + } + } + + AppchooserGameTitleFontBlur [$X360] + { + "1" + { + "name" "Trebuchet MS" + "tall" "16" + "tall_hidef" "24" + "weight" "900" + "blur" "3" + "blur_hidef" "5" + "antialias" "1" + } + } + + StatsTitle [$WIN32] + { + "1" + { + "name" "Arial" + "weight" "2000" + "tall" "20" + "antialias" "1" + } + } + + StatsText [$WIN32] + { + "1" + { + "name" "Arial" + "weight" "2000" + "tall" "18" + "antialias" "1" + } + } + + AchievementItemTitle [$WIN32] + { + "1" + { + "name" "Arial" + "weight" "1500" + "tall" "16" + "antialias" "1" + } + } + + AchievementItemTitleLarge [$WIN32] + { + "1" + { + "name" "Arial" + "weight" "1500" + "tall" "18" + "antialias" "1" + } + } + + AchievementItemDescription [$WIN32] + { + "1" + { + "name" "Arial" + "weight" "1000" + "tall" "14" + "antialias" "1" + } + } + + + "ServerBrowserTitle" + { + "1" + { + "name" "Tahoma" + "tall" "35" + "tall_lodef" "40" + "weight" "500" + "additive" "0" + "antialias" "1" + } + } + + "ServerBrowserSmall" + { + "1" + { + "name" "Tahoma" + "tall" "16" + "weight" "0" + "range" "0x0000 0x017F" // Basic Latin, Latin-1 Supplement, Latin Extended-A + "yres" "480 599" + } + "2" + { + "name" "Tahoma" + "tall" "16" + "weight" "0" + "range" "0x0000 0x017F" // Basic Latin, Latin-1 Supplement, Latin Extended-A + "yres" "600 767" + } + "3" + { + "name" "Tahoma" + "tall" "16" + "weight" "0" + "range" "0x0000 0x017F" // Basic Latin, Latin-1 Supplement, Latin Extended-A + "yres" "768 1023" + "antialias" "1" + } + "4" + { + "name" "Tahoma" + "tall" "19" + "weight" "0" + "range" "0x0000 0x017F" // Basic Latin, Latin-1 Supplement, Latin Extended-A + "yres" "1024 1199" + "antialias" "1" + } + "5" + { + "name" "Tahoma" + "tall" "19" + "weight" "0" + "range" "0x0000 0x017F" // Basic Latin, Latin-1 Supplement, Latin Extended-A + "yres" "1200 6000" + "antialias" "1" + } + } + + } + + // + //////////////////// BORDERS ////////////////////////////// + // + // describes all the border types + Borders + { + BaseBorder DepressedBorder + ButtonBorder RaisedBorder + ComboBoxBorder DepressedBorder + MenuBorder RaisedBorder + BrowserBorder DepressedBorder + PropertySheetBorder RaisedBorder + + FrameBorder + { + // rounded corners for frames + "backgroundtype" "2" + } + + DepressedBorder + { + "inset" "0 0 1 1" + Left + { + "1" + { + "color" "Border.Dark" + "offset" "0 1" + } + } + + Right + { + "1" + { + "color" "Border.Bright" + "offset" "1 0" + } + } + + Top + { + "1" + { + "color" "Border.Dark" + "offset" "0 0" + } + } + + Bottom + { + "1" + { + "color" "Border.Bright" + "offset" "0 0" + } + } + } + RaisedBorder + { + "inset" "0 0 1 1" + Left + { + "1" + { + "color" "Border.Bright" + "offset" "0 1" + } + } + + Right + { + "1" + { + "color" "Border.Dark" + "offset" "0 0" + } + } + + Top + { + "1" + { + "color" "Border.Bright" + "offset" "0 1" + } + } + + Bottom + { + "1" + { + "color" "Border.Dark" + "offset" "0 0" + } + } + } + + TitleButtonBorder + { + "backgroundtype" "0" + } + + TitleButtonDisabledBorder + { + "backgroundtype" "0" + } + + TitleButtonDepressedBorder + { + "backgroundtype" "0" + } + + ScrollBarButtonBorder + { + "inset" "2 2 0 0" + Left + { + "1" + { + "color" "Border.Bright" + "offset" "0 1" + } + } + + Right + { + "1" + { + "color" "Border.Dark" + "offset" "1 0" + } + } + + Top + { + "1" + { + "color" "Border.Bright" + "offset" "0 0" + } + } + + Bottom + { + "1" + { + "color" "Border.Dark" + "offset" "0 0" + } + } + } + + ScrollBarButtonDepressedBorder + { + "inset" "2 2 0 0" + Left + { + "1" + { + "color" "Border.Dark" + "offset" "0 1" + } + } + + Right + { + "1" + { + "color" "Border.Bright" + "offset" "1 0" + } + } + + Top + { + "1" + { + "color" "Border.Dark" + "offset" "0 0" + } + } + + Bottom + { + "1" + { + "color" "Border.Bright" + "offset" "0 0" + } + } + } + + TabBorder + { + "inset" "0 0 1 1" + Left + { + "1" + { + "color" "Border.Bright" + "offset" "0 1" + } + } + + Right + { + "1" + { + "color" "Border.Dark" + "offset" "1 0" + } + } + + Top + { + "1" + { + "color" "Border.Bright" + "offset" "0 0" + } + } + + } + + TabActiveBorder + { + "inset" "0 0 1 0" + Left + { + "1" + { + "color" "Border.Bright" + "offset" "0 0" + } + } + + Right + { + "1" + { + "color" "Border.Dark" + "offset" "1 0" + } + } + + Top + { + "1" + { + "color" "Border.Bright" + "offset" "0 0" + } + } + + } + + + ToolTipBorder + { + "inset" "0 0 1 0" + Left + { + "1" + { + "color" "Border.Dark" + "offset" "0 0" + } + } + + Right + { + "1" + { + "color" "Border.Dark" + "offset" "1 0" + } + } + + Top + { + "1" + { + "color" "Border.Dark" + "offset" "0 0" + } + } + + Bottom + { + "1" + { + "color" "Border.Dark" + "offset" "0 0" + } + } + } + + // this is the border used for default buttons (the button that gets pressed when you hit enter) + ButtonKeyFocusBorder + { + "inset" "0 0 1 1" + Left + { + "1" + { + "color" "Border.Selection" + "offset" "0 0" + } + "2" + { + "color" "Border.Bright" + "offset" "0 1" + } + } + Top + { + "1" + { + "color" "Border.Selection" + "offset" "0 0" + } + "2" + { + "color" "Border.Bright" + "offset" "1 0" + } + } + Right + { + "1" + { + "color" "Border.Selection" + "offset" "0 0" + } + "2" + { + "color" "Border.Dark" + "offset" "1 0" + } + } + Bottom + { + "1" + { + "color" "Border.Selection" + "offset" "0 0" + } + "2" + { + "color" "Border.Dark" + "offset" "0 0" + } + } + } + + ButtonDepressedBorder + { + "inset" "2 1 1 1" + Left + { + "1" + { + "color" "Border.Dark" + "offset" "0 1" + } + } + + Right + { + "1" + { + "color" "Border.Bright" + "offset" "1 0" + } + } + + Top + { + "1" + { + "color" "Border.Dark" + "offset" "0 0" + } + } + + Bottom + { + "1" + { + "color" "Border.Bright" + "offset" "0 0" + } + } + } + } + + //////////////////////// CUSTOM FONT FILES ///////////////////////////// + // + // specifies all the custom (non-system) font files that need to be loaded to service the above described fonts + CustomFontFiles + { + //"1" "resource/HALFLIFE2.ttf" + //"2" "resource/HL2EP2.ttf" + //"1" "shadereditorui/consola.ttf" + "1" "shadereditorui/monof55.ttf" + "2" "shadereditorui/CRYSRG__.ttf" + } +} diff --git a/mp/game/momentum/shadereditorui/canvas/detail_prop_shader.txt b/mp/game/momentum/shadereditorui/canvas/detail_prop_shader.txt new file mode 100644 index 0000000000..28b62a5ca7 --- /dev/null +++ b/mp/game/momentum/shadereditorui/canvas/detail_prop_shader.txt @@ -0,0 +1,2454 @@ +"canvas" +{ + "cfmt_version" "canvasver#003" + "flowgraph_type" "1" + "config" + { + "shadermodel" "1" + "cull_mode" "2" + "alpha_blending" "0" + "depth_test" "1" + "depth_write" "1" + "srgb_write" "0" + } + "Nodes" + { + "Node_000" + { + "iType" "19" + "pos_x" "-260.753021" + "pos_y" "760.815491" + "size_x" "80.000000" + "size_y" "-28.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "2" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "44" + "iTarget_jack" "0" + } + } + "i_mat_rotation" "0" + } + "Node_001" + { + "iType" "12" + "pos_x" "-804.412964" + "pos_y" "525.144775" + "size_x" "50.000000" + "size_y" "-17.000000" + "iPreview" "1" + "flSmartVal0" "0.000000" + } + "Node_002" + { + "iType" "25" + "pos_x" "-442.075836" + "pos_y" "823.553894" + "size_x" "80.000000" + "size_y" "-17.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "40" + "iTarget_jack" "0" + } + } + } + "Node_003" + { + "iType" "19" + "pos_x" "-654.543091" + "pos_y" "455.273590" + "size_x" "80.000000" + "size_y" "-28.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "1" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "86" + "iTarget_jack" "0" + } + } + "i_mat_rotation" "0" + } + "Node_004" + { + "iType" "19" + "pos_x" "-651.201294" + "pos_y" "371.780212" + "size_x" "80.000000" + "size_y" "-28.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "99" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "87" + "iTarget_jack" "0" + } + } + "i_mat_rotation" "0" + } + "Node_005" + { + "iType" "27" + "pos_x" 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"jackIn_00" + { + "iTarget_node" "113" + "iTarget_jack" "0" + } + } + "numColors" "1" + "enable_Depth" "0" + } + "Node_110" + { + "iType" "27" + "pos_x" "361.002441" + "pos_y" "-1196.228760" + "size_x" "80.000000" + "size_y" "-17.000000" + "iPreview" "0" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "111" + "iTarget_jack" "0" + } + } + "swizzleString" "z" + } + "Node_111" + { + "iType" "7" + "pos_x" "246.124329" + "pos_y" "-1136.630981" + "size_x" "69.000000" + "size_y" "-50.000000" + "iPreview" "1" + "flSmartVal0" "0.000000" + } + "Node_112" + { + "iType" "70" + "pos_x" "363.045990" + "pos_y" "-1097.674683" + "size_x" "71.000000" + "size_y" "-50.000000" + "iPreview" "1" + "flSmartVal0" "0.000000" + } + "Node_113" + { + "iType" "72" + "pos_x" "811.238525" + "pos_y" "-1046.211426" + "size_x" "130.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "124" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "114" + "iTarget_jack" "0" + } + "jackIn_02" + { + "iTarget_node" "107" + "iTarget_jack" "0" + } + } + "i_final_tonemap" "2" + "i_final_wdepth" "1" + } + "Node_114" + { + "iType" "71" + "pos_x" "546.117493" + "pos_y" "-1103.009888" + "size_x" "170.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "112" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "110" + "iTarget_jack" "0" + } + "jackIn_02" + { + "iTarget_node" "108" + "iTarget_jack" "0" + } + "jackIn_03" + { + "iTarget_node" "107" + "iTarget_jack" "0" + } + } + } + "Node_115" + { + "iType" "21" + "pos_x" "730.561646" + "pos_y" "385.101074" + "size_x" "80.000000" + "size_y" "-39.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "42" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "116" + "iTarget_jack" "0" + } + "jackIn_02" + { + "iTarget_node" "77" + "iTarget_jack" "0" + } + } + } + "Node_116" + { + "iType" "19" + "pos_x" "535.981140" + "pos_y" "374.840973" + "size_x" "80.000000" + "size_y" "-28.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "42" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "70" + "iTarget_jack" "0" + } + } + "i_mat_rotation" "0" + } + "Node_117" + { + "iType" "19" + "pos_x" "1016.289673" + "pos_y" "270.429626" + "size_x" "80.000000" + "size_y" "-28.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "118" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "84" + "iTarget_jack" "0" + } + } + "i_mat_rotation" "0" + } + "Node_118" + { + "iType" "19" + "pos_x" "859.266663" + "pos_y" "304.502686" + "size_x" "80.000000" + "size_y" "-28.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "83" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "49" + "iTarget_jack" "0" + } + } + "i_mat_rotation" "0" + } + "Node_119" + { + "iType" "79" + "pos_x" "-246.514587" + "pos_y" "-496.945984" + "size_x" "116.000000" + "size_y" "-50.000000" + "iPreview" "1" + "i_vp_static_name" "grass_spec_color" + "i_vp_static_nc" "2" + "szConstantString" "0.90575 1 0.675" + } + "Node_120" + { + "iType" "5" + "pos_x" "-197.822449" + "pos_y" "-838.229126" + "size_x" "50.000000" + "size_y" "-50.000000" + "iPreview" "1" + "szConstantString" "0.1" + } + "Node_121" + { + "iType" "5" + "pos_x" "-497.986206" + "pos_y" "-477.809631" + "size_x" "50.000000" + "size_y" "-50.000000" + "iPreview" "1" + "szConstantString" "0.3" + } + "Node_122" + { + "iType" "5" + "pos_x" "-483.170898" + "pos_y" "-367.835846" + "size_x" "50.000000" + "size_y" "-50.000000" + "iPreview" "1" + "szConstantString" "0.29" + } + "Node_123" + { + "iType" "99" + "szName" "waveanim" + "pos_x" "-349.008728" + "pos_y" "457.091827" + "size_x" "80.000000" + "size_y" "-17.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "41" + "iTarget_jack" "0" + } + } + "varType_In_0" "4" + "varType_Out_0" "4" + "iInline" "1" + "szcode_global_num_strings" "1" + "szcode_global_partial_00" "float3 triangle( float3 a )\r\n{\r\n return abs( frac( a + 0.5f ) * 2.0f - 1.0f );\r\n}\n" + "szcode_body_num_strings" "1" + "szcode_body_partial_00" " var_01 = triangle( var_00 );\r\n\r\n var_01 = ( 3.0 - 2.000000000001 * var_01 ) * var_01 * var_01;" + "iEnvFlags" "0" + } + "Node_124" + { + "iType" "26" + "pos_x" "614.226990" + "pos_y" "-862.025452" + "size_x" "91.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "53" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "27" + "iTarget_jack" "0" + } + } + } + "Node_125" + { + "iType" "27" + "szName" "anim amt heightscale" + "pos_x" "-17.176344" + "pos_y" "984.560730" + "size_x" "80.000000" + "size_y" "-17.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "90" + "iTarget_jack" "3" + } + } + "swizzleString" "z" + } + } +} diff --git a/mp/game/momentum/shadereditorui/canvas/drews_post_bloodfx.txt b/mp/game/momentum/shadereditorui/canvas/drews_post_bloodfx.txt new file mode 100644 index 0000000000..44b7aa2127 --- /dev/null +++ b/mp/game/momentum/shadereditorui/canvas/drews_post_bloodfx.txt @@ -0,0 +1,299 @@ +"canvas" +{ + "cfmt_version" "canvasver#003" + "flowgraph_type" "1" + "config" + { + "shadermodel" "1" + "cull_mode" "0" + "alpha_blending" "0" + "depth_test" "0" + "depth_write" "0" + "srgb_write" "0" + } + "Nodes" + { + "Node_000" + { + "iType" "1" + "pos_x" "-320.000000" + "pos_y" "190.000000" + "size_x" "55.000000" + "size_y" "-28.000000" + "iPreview" "0" + "enable_flex" "0" + "enable_normal" "0" + "enable_normal_compression" "0" + "enable_blendweights" "0" + "enable_tangentspace" "0" + "enable_tangentspace_skinning" "0" + "numTexcoords" "1" + "numColor" "0" + "dTFlag_Texcoords_0" "2" + "dTFlag_Texcoords_1" "2" + "dTFlag_Texcoords_2" "2" + "dTFlag_Color_0" "8" + "dTFlag_Color_1" "8" + } + "Node_001" + { + "iType" "27" + "pos_x" "97.909302" + "pos_y" "234.289230" + "size_x" "80.000000" + "size_y" "-17.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "0" + "iTarget_jack" "0" + } + } + "swizzleString" "x y z 1" + } + "Node_002" + { + "iType" "3" + "pos_x" "-318.953522" + "pos_y" "-349.487518" + "size_x" "55.000000" + "size_y" "-28.000000" + "iPreview" "0" + "numTexcoords" "2" + "numColor" "0" + "numTexcoord_Flag_0" "2" + "numTexcoord_Flag_1" "8" + "numTexcoord_Name_1" "noiseCoords" + "numTexcoord_Flag_2" "1" + "numTexcoord_Name_2" "NoiseTC.zw" + "numTexcoord_Flag_3" "1" + "numTexcoord_Flag_4" "1" + "numTexcoord_Flag_5" "1" + "numTexcoord_Flag_6" "1" + "numTexcoord_Flag_7" "1" + "numColor_Flag_0" "8" + "numColor_Flag_1" "8" + } + "Node_003" + { + "iType" "2" + "pos_x" "548.470947" + "pos_y" "182.190765" + "size_x" "55.000000" + "size_y" "-39.000000" + "iPreview" "0" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "1" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "0" + "iTarget_jack" "1" + } + "jackIn_02" + { + "iTarget_node" "11" + "iTarget_jack" "0" + } + } + "numTexcoords" "2" + "numColor" "0" + "numTexcoord_Flag_0" "2" + "numTexcoord_Flag_1" "8" + "numTexcoord_Name_1" "noiseCoords" + "numTexcoord_Flag_2" "1" + "numTexcoord_Name_2" "NoiseTC.zw" + "numTexcoord_Flag_3" "1" + "numTexcoord_Flag_4" "1" + "numTexcoord_Flag_5" "1" + "numTexcoord_Flag_6" "1" + "numTexcoord_Flag_7" "1" + "numColor_Flag_0" "8" + "numColor_Flag_1" "8" + } + "Node_004" + { + "iType" "19" + "pos_x" "-54.000084" + "pos_y" "10.352503" + "size_x" "80.000000" + "size_y" "-28.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "5" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "6" + "iTarget_jack" "0" + } + } + "i_mat_rotation" "0" + } + "Node_005" + { + "iType" "12" + "pos_x" "-306.697083" + "pos_y" "-14.148090" + "size_x" "50.000000" + "size_y" "-17.000000" + "iPreview" "1" + "flSmartVal0" "0.000000" + } + "Node_006" + { + "iType" "5" + "szName" "speed of water ( time )" + "pos_x" "-305.144135" + "pos_y" "-78.769691" + "size_x" "50.000000" + "size_y" "-17.000000" + "iPreview" "1" + "szConstantString" "0.1" + } + "Node_007" + { + "iType" "94" + "szName" "Framebuffer" + "pos_x" "-325.044800" + "pos_y" "-505.134583" + "size_x" "84.000000" + "size_y" "-50.000000" + "iPreview" "1" + "iTextureType" "5" + "IsCubemap" "0" + "szDemoTexturePath" "_rt_FullFrameFB" + "szFallbackTexturePath" "black" + "iFallbackMode" "1" + } + "Node_008" + { + "iType" "4" + "pos_x" "401.079163" + "pos_y" "-438.672424" + "size_x" "55.000000" + "size_y" "-17.000000" + "iPreview" "0" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "9" + "iTarget_jack" "0" + } + } + "numColors" "1" + "enable_Depth" "0" + } + "Node_009" + { + "iType" "99" + "szName" "Pixel Shader" + "pos_x" "5.122215" + "pos_y" "-385.596191" + "size_x" "170.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "2" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "2" + "iTarget_jack" "1" + } + "jackIn_02" + { + "iTarget_node" "10" + "iTarget_jack" "0" + } + "jackIn_03" + { + "iTarget_node" "7" + "iTarget_jack" "0" + } + } + "varName_In_0" "texCoords" + "varType_In_0" "2" + "varName_In_1" "noiseCoords" + "varType_In_1" "8" + "varName_In_2" "waterNormal" + "varType_In_2" "128" + "varName_In_3" "frameBuffer" + "varType_In_3" "128" + "varName_Out_0" "finalColor" + "varType_Out_0" "8" + "szFunctionName" "doBlood" + "iInline" "1" + "szcode_global_num_strings" "1" + "szcode_global_partial_00" "// Cryteks method. - Converted & modified by Drew \r\n// www.drewwatts.net\r\n// Enjoy ya dingus!\r\n\r\nstatic float4 bloodColor = float4(1.0, 0.20, 0.20, 0.0);\n" + "szcode_body_num_strings" "2" + "szcode_body_partial_00" " float4 noise0 = tex2D(waterNormal, noiseCoords.xy);\r\n float4 noise1 = tex2D(waterNormal, noiseCoords.zw);\r\n\r\n float4 noiseVec;\r\n noiseVec.z = (noise0.z * 2.0 - 1.0) * 0.5 + (2.0 * noise1.w - 1.0);\r\n noiseVec.xy = (noise0.xy * 2.0 - 1.0);\r\n\r\n // refraction vector\r\n float3 refraction = normalize(noiseVec.xyz * float3(0.01, 0.01, 1.0));\r\n\r\n // distort the framebuffer\r\n float4 frameColor = tex2D(frameBuffer, texCoords - refraction.xy*0.25);\r\n\r\n // gray frame\r\n float4 frameBloody = dot(frameColor, float4(0.3, 0.59, 0.11, 0.0)); \r\n // give it some color\r\n frameBloody = (frameBloody * bloodColor);\r\n\r\n // to mask our blood effect\r\n float bloodMask = refraction.b;\r\n bloodMask = pow(bloodMask, 5.0);\r\n\r\n // modified refraction vector for our highlight\r\n refraction = normalize(noiseVec.xyz * float3(0.025, 0.025, 1.0));\r\n\r\n // do the highlight\r\n float highlight = saturate(pow(refraction.x, 10.0) * 0.5) * 1.0;\r\n\r\n // lerp between our blood, the and the frame, then a" + "szcode_body_partial_01" "dd the highlight\r\n finalColor.rgb = lerp(frameBloody.rgb, frameColor.rgb, bloodMask) + highlight;\r\n\r\n //assign an alpha\r\n finalColor.a = 1.0;\n" + "iEnvFlags" "0" + } + "Node_010" + { + "iType" "94" + "pos_x" "-327.920715" + "pos_y" "-409.590027" + "size_x" "84.000000" + "size_y" "-50.000000" + "iPreview" "1" + "szParamname" "waterNormal" + "iTextureType" "0" + "IsCubemap" "0" + "szDemoTexturePath" "texture_samples\drew\water_droplets" + "szFallbackTexturePath" "texture_samples\drew\water_droplets" + "iFallbackMode" "4" + } + "Node_011" + { + "iType" "99" + "szName" "Vertex Shader" + "pos_x" "114.897171" + "pos_y" "75.757309" + "size_x" "89.000000" + "size_y" "-28.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "0" + "iTarget_jack" "1" + } + "jackIn_01" + { + "iTarget_node" "4" + "iTarget_jack" "0" + } + } + "varName_In_0" "texCoords" + "varType_In_0" "2" + "varName_In_1" "time" + "varType_In_1" "1" + "varName_Out_0" "noiseCoords" + "varType_Out_0" "8" + "szFunctionName" "noiseCoords" + "iInline" "1" + "szcode_body_num_strings" "1" + "szcode_body_partial_00" " //this will be the var we will use to modify the coords\r\n float4 distortedCoords;\r\n\r\n //modify the texture coords\r\n distortedCoords.xy = texCoords * 0.5; \r\n\r\n //modify the texture coords ( z and w ) with time\r\n distortedCoords.zw = texCoords * float2(1.0, 0.25) * 0.5 + float2(0.0, -time);\r\n\r\n //modify the texture coords ( z ) with time\r\n distortedCoords.z += (sin(time) + sin(time*0.5))*0.5 + 0.5;\r\n\r\n //output our ( distortedCoords ) to our output named ( noiseCoords )\r\n noiseCoords = distortedCoords;\r\n " + "iEnvFlags" "0" + } + } +} diff --git a/mp/game/momentum/shadereditorui/canvas/drews_post_waterfx.txt b/mp/game/momentum/shadereditorui/canvas/drews_post_waterfx.txt new file mode 100644 index 0000000000..d6815af421 --- /dev/null +++ b/mp/game/momentum/shadereditorui/canvas/drews_post_waterfx.txt @@ -0,0 +1,299 @@ +"canvas" +{ + "cfmt_version" "canvasver#003" + "flowgraph_type" "1" + "config" + { + "shadermodel" "1" + "cull_mode" "0" + "alpha_blending" "0" + "depth_test" "0" + "depth_write" "0" + "srgb_write" "0" + } + "Nodes" + { + "Node_000" + { + "iType" "1" + "pos_x" "-320.000000" + "pos_y" "190.000000" + "size_x" "55.000000" + "size_y" "-28.000000" + "iPreview" "0" + "enable_flex" "0" + "enable_normal" "0" + "enable_normal_compression" "0" + "enable_blendweights" "0" + "enable_tangentspace" "0" + "enable_tangentspace_skinning" "0" + "numTexcoords" "1" + "numColor" "0" + "dTFlag_Texcoords_0" "2" + "dTFlag_Texcoords_1" "2" + "dTFlag_Texcoords_2" "2" + "dTFlag_Color_0" "8" + "dTFlag_Color_1" "8" + } + "Node_001" + { + "iType" "27" + "pos_x" "97.909302" + "pos_y" "234.289230" + "size_x" "80.000000" + "size_y" "-17.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "0" + "iTarget_jack" "0" + } + } + "swizzleString" "x y z 1" + } + "Node_002" + { + "iType" "4" + "pos_x" "486.601898" + "pos_y" "-345.167480" + "size_x" "55.000000" + "size_y" "-17.000000" + "iPreview" "0" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "11" + "iTarget_jack" "0" + } + } + "numColors" "1" + "enable_Depth" "0" + } + "Node_003" + { + "iType" "3" + "pos_x" "-318.953522" + "pos_y" "-349.487518" + "size_x" "55.000000" + "size_y" "-28.000000" + "iPreview" "0" + "numTexcoords" "2" + "numColor" "0" + "numTexcoord_Flag_0" "2" + "numTexcoord_Flag_1" "8" + "numTexcoord_Name_1" "noiseCoords" + "numTexcoord_Flag_2" "1" + "numTexcoord_Name_2" "NoiseTC.zw" + "numTexcoord_Flag_3" "1" + "numTexcoord_Flag_4" "1" + "numTexcoord_Flag_5" "1" + "numTexcoord_Flag_6" "1" + "numTexcoord_Flag_7" "1" + "numColor_Flag_0" "8" + "numColor_Flag_1" "8" + } + "Node_004" + { + "iType" "2" + "pos_x" "548.470947" + "pos_y" "182.190765" + "size_x" "55.000000" + "size_y" "-39.000000" + "iPreview" "0" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "1" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "0" + "iTarget_jack" "1" + } + "jackIn_02" + { + "iTarget_node" "10" + "iTarget_jack" "0" + } + } + "numTexcoords" "2" + "numColor" "0" + "numTexcoord_Flag_0" "2" + "numTexcoord_Flag_1" "8" + "numTexcoord_Name_1" "noiseCoords" + "numTexcoord_Flag_2" "1" + "numTexcoord_Name_2" "NoiseTC.zw" + "numTexcoord_Flag_3" "1" + "numTexcoord_Flag_4" "1" + "numTexcoord_Flag_5" "1" + "numTexcoord_Flag_6" "1" + "numTexcoord_Flag_7" "1" + "numColor_Flag_0" "8" + "numColor_Flag_1" "8" + } + "Node_005" + { + "iType" "94" + "pos_x" "-325.796722" + "pos_y" "-415.253204" + "size_x" "84.000000" + "size_y" "-50.000000" + "iPreview" "1" + "szParamname" "waterNormal" + "iTextureType" "0" + "IsCubemap" "0" + "szDemoTexturePath" "texture_samples\drew\water_droplets" + "szFallbackTexturePath" "texture_samples\drew\water_droplets" + "iFallbackMode" "4" + } + "Node_006" + { + "iType" "19" + "pos_x" "-54.000084" + "pos_y" "10.352503" + "size_x" "80.000000" + "size_y" "-28.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "7" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "9" + "iTarget_jack" "0" + } + } + "i_mat_rotation" "0" + } + "Node_007" + { + "iType" "12" + "pos_x" "-306.697083" + "pos_y" "-14.148090" + "size_x" "50.000000" + "size_y" "-17.000000" + "iPreview" "1" + "flSmartVal0" "0.000000" + } + "Node_008" + { + "iType" "94" + "szName" "Framebuffer" + "pos_x" "-323.070618" + "pos_y" "-518.036499" + "size_x" "84.000000" + "size_y" "-50.000000" + "iPreview" "1" + "iTextureType" "5" + "IsCubemap" "0" + "szDemoTexturePath" "_rt_FullFrameFB" + "szFallbackTexturePath" "black" + "iFallbackMode" "1" + } + "Node_009" + { + "iType" "5" + "szName" "speed of water ( time )" + "pos_x" "-318.425201" + "pos_y" "-104.446396" + "size_x" "50.000000" + "size_y" "-17.000000" + "iPreview" "1" + "szConstantString" "0.1" + } + "Node_010" + { + "iType" "99" + "szName" "Vertex Shader" + "pos_x" "122.860550" + "pos_y" "84.691269" + "size_x" "89.000000" + "size_y" "-28.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "0" + "iTarget_jack" "1" + } + "jackIn_01" + { + "iTarget_node" "6" + "iTarget_jack" "0" + } + } + "varName_In_0" "texCoords" + "varType_In_0" "2" + "varName_In_1" "time" + "varType_In_1" "1" + "varName_Out_0" "noiseCoords" + "varType_Out_0" "8" + "szFunctionName" "noiseCoords" + "iInline" "1" + "szcode_body_num_strings" "1" + "szcode_body_partial_00" " //this will be the var we will use to modify the coords\r\n float4 distortedCoords;\r\n\r\n //modify the texture coords\r\n distortedCoords.xy = texCoords * 0.5; \r\n\r\n //modify the texture coords ( z and w ) with time\r\n distortedCoords.zw = texCoords * float2(1.0, 0.25) * 0.5 + float2(0.0, -time);\r\n\r\n //modify the texture coords ( z ) with time\r\n distortedCoords.z += (sin(time) + sin(time*0.5))*0.5 + 0.5;\r\n\r\n //output our ( distortedCoords ) to our output named ( noiseCoords )\r\n noiseCoords = distortedCoords;\r\n " + "iEnvFlags" "0" + } + "Node_011" + { + "iType" "99" + "szName" "Pixel Shader" + "pos_x" "57.687988" + "pos_y" "-367.631165" + "size_x" "170.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "3" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "3" + "iTarget_jack" "1" + } + "jackIn_02" + { + "iTarget_node" "5" + "iTarget_jack" "0" + } + "jackIn_03" + { + "iTarget_node" "8" + "iTarget_jack" "0" + } + } + "varName_In_0" "texCoords" + "varType_In_0" "2" + "varName_In_1" "noiseCoords" + "varType_In_1" "8" + "varName_In_2" "waterNormal" + "varType_In_2" "128" + "varName_In_3" "frameBuffer" + "varType_In_3" "128" + "varName_Out_0" "finalColor" + "varType_Out_0" "8" + "szFunctionName" "doWater" + "iInline" "1" + "szcode_global_num_strings" "1" + "szcode_global_partial_00" "// Cryteks method. - Converted & modified by Drew \r\n// www.drewwatts.net\r\n// Enjoy ya dingus!\r\nstatic bool useChromaticAbberation = true;\r\nstatic float abberationStrength = 3.0; //chromatic aberration strength\n" + "szcode_body_num_strings" "2" + "szcode_body_partial_00" " float4 noise0 = tex2D(waterNormal, noiseCoords.xy);\r\n float4 noise1 = tex2D(waterNormal, noiseCoords.zw);\r\n\r\n float4 noiseVec;\r\n noiseVec.z = (noise0.z * 2.0 - 1.0) * 0.5 + (2.0 * noise1.w - 1.0);\r\n noiseVec.xy = (noise0.xy * 2.0 - 1.0);\r\n\r\n //refraction vector\r\n float3 refraction = normalize(noiseVec.xyz * float3(0.01, 0.01, 1.0));\r\n\r\n //distort the framebuffer \r\n float4 frameColor = tex2D(frameBuffer, texCoords - refraction.xy*0.25);\r\n\r\n //are we going to use chromatic abberation?\r\n if (useChromaticAbberation)\r\n {\r\n //chromatic aberration value. It's a small value, but we can mutlply with abberationStrength\r\n float3 ca = (0.0, 0.0, 0.0001) * abberationStrength; \r\n\r\n //get the new refraction vectors \r\n float3 refraction0 = normalize(noiseVec.xyz * float3(0.01, 0.01, 1.0) + ca ); \r\n float3 refraction1 = normalize(noiseVec.xyz * float3(0.01, 0.01, 1.0) - ca);\r\n\r\n //distort the red channel with refraction0\r\n frameColor.r = tex2D(frameBuffer, texCoords - r" + "szcode_body_partial_01" "efraction0.xy*0.25).r;\r\n //distort the red channel with refraction1\r\n frameColor.b = tex2D(frameBuffer, texCoords - refraction1.xy*0.25).b;\r\n }\r\n\r\n //modified refraction vector for our highlight\r\n refraction = normalize(noiseVec.xyz*float3(0.025, 0.025, 1));\r\n\r\n //do the highlight\r\n float highlight = saturate(pow(refraction.x, 10.0) * 0.5) * 1.0;\r\n //add the highlight to the distorted framebuffer\r\n finalColor.rgb = frameColor.rgb + highlight;\r\n\r\n //assign an alpha\r\n finalColor.a = 1.0;\n" + "iEnvFlags" "0" + } + } +} diff --git a/mp/game/momentum/shadereditorui/canvas/lightmap_blend_bump_detail.txt b/mp/game/momentum/shadereditorui/canvas/lightmap_blend_bump_detail.txt new file mode 100644 index 0000000000..d64a0ff0bf --- /dev/null +++ b/mp/game/momentum/shadereditorui/canvas/lightmap_blend_bump_detail.txt @@ -0,0 +1,3057 @@ +"canvas" +{ + "cfmt_version" "canvasver#002" + "config" + { + "shadermodel" "1" + "cull_mode" "0" + "alpha_blending" "0" + "depth_test" "1" + "depth_write" "1" + "srgb_write" "1" + } + "Nodes" + { + "Node_000" + { + "iType" "14" + "pos_x" "-67.148407" + "pos_y" "608.769470" + "size_x" "80.000000" + "size_y" "-17.000000" + "iPreview" "0" + } + "Node_001" + { + "iType" "75" + "pos_x" "-196.710205" + "pos_y" "-1098.514526" + "size_x" "80.000000" + "size_y" "-17.000000" + "iPreview" "0" + } + "Node_002" + { + "iType" "19" + "pos_x" "-56.518372" + "pos_y" "-1030.090332" + "size_x" "91.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "60" + "iTarget_jack" "3" + } + "jackIn_01" + { + "iTarget_node" "1" + "iTarget_jack" "0" + } + } + "i_mat_rotation" "0" + } + "Node_003" + { + "iType" "70" + "pos_x" "696.218628" + "pos_y" "-1370.956421" + "size_x" "59.000000" + "size_y" "-17.000000" + "iPreview" "0" + } + "Node_004" + { + "iType" "7" + "pos_x" "587.300537" + "pos_y" "-1374.990112" + "size_x" "69.000000" + "size_y" "-50.000000" + "iPreview" "1" + } + "Node_005" + { + "iType" "27" + "pos_x" "566.130981" + "pos_y" "-1572.309692" + "size_x" "124.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "114" + "iTarget_jack" "0" + } + } + "swizzleString" "x y z 1" + } + "Node_006" + { + "iType" "71" + "pos_x" "870.033813" + "pos_y" "-1449.873169" + "size_x" "170.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "3" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "9" + "iTarget_jack" "0" + } + "jackIn_02" + { + "iTarget_node" "10" + "iTarget_jack" "0" + } + "jackIn_03" + { + "iTarget_node" "11" + "iTarget_jack" "0" + } + } + } + "Node_007" + { + "iType" "72" + "pos_x" "878.133667" + "pos_y" "-1563.149536" + "size_x" "130.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "5" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "6" + "iTarget_jack" "0" + } + "jackIn_02" + { + "iTarget_node" "11" + "iTarget_jack" "0" + } + } + "i_final_tonemap" "1" + "i_final_wdepth" "1" + } + "Node_008" + { + "iType" "4" + "pos_x" "1147.363525" + "pos_y" "-1584.058716" + "size_x" "55.000000" + "size_y" "-17.000000" + "iPreview" "0" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "7" + "iTarget_jack" "0" + } + } + "numColors" "1" + "enable_Depth" "0" + } + "Node_009" + { + "iType" "27" + "pos_x" "693.328247" + "pos_y" "-1421.504028" + "size_x" "80.000000" + "size_y" "-17.000000" + "iPreview" "0" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "4" + "iTarget_jack" "0" + } + } + "swizzleString" "z" + } + "Node_010" + { + "iType" "27" + "pos_x" "687.685059" + "pos_y" "-1465.105347" + "size_x" "80.000000" + "size_y" "-17.000000" + "iPreview" "0" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "60" + "iTarget_jack" "3" + } + } + "swizzleString" "z" + } + "Node_011" + { + "iType" "27" + "pos_x" "687.422974" + "pos_y" "-1513.970825" + "size_x" "80.000000" + "size_y" "-17.000000" + "iPreview" "0" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "60" + "iTarget_jack" "8" + } + } + "swizzleString" "z" + } + "Node_012" + { + "iType" "17" + "pos_x" "-195.430313" + "pos_y" "154.320465" + "size_x" "80.000000" + "size_y" "-28.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "42" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "66" + "iTarget_jack" "6" + } + } + } + "Node_013" + { + "iType" "23" + "pos_x" "-1063.938477" + "pos_y" "-436.916229" + "size_x" "91.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "107" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "41" + "iTarget_jack" "1" + } + } + } + "Node_014" + { + "iType" "23" + "pos_x" "-1068.266357" + "pos_y" "-540.778015" + "size_x" "91.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "107" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "41" + "iTarget_jack" "2" + } + } + } + "Node_015" + { + "iType" "19" + "pos_x" "-594.653809" + "pos_y" "-490.616608" + "size_x" "91.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "128" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "128" + "iTarget_jack" "0" + } + } + "i_mat_rotation" "0" + } + "Node_016" + { + "iType" "29" + "pos_x" "-415.631012" + "pos_y" "-373.722748" + "size_x" "122.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "32" + "iTarget_jack" "0" + } + } + "iSRGB" "0" + "iTextureType" "4" + "IsCubemap" "0" + "iLookupoverride" "0" + "szDemoTexturePath" "Dev\bump" + "szFallbackTexturePath" "Lights\White" + "iFallbackMode" "0" + } + "Node_017" + { + "iType" "29" + "pos_x" "-414.728546" + "pos_y" "-476.595612" + "size_x" "122.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "68" + "iTarget_jack" "0" + } + } + "iSRGB" "0" + "iTextureType" "4" + "IsCubemap" "0" + "iLookupoverride" "0" + "szDemoTexturePath" "Dev\bump" + "szFallbackTexturePath" "Lights\White" + "iFallbackMode" "0" + } + "Node_018" + { + "iType" "27" + "pos_x" "-566.974243" + "pos_y" "-343.340485" + "size_x" "80.000000" + "size_y" "-17.000000" + "iPreview" "0" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "60" + "iTarget_jack" "1" + } + } + "swizzleString" "xy" + } + "Node_019" + { + "iType" "27" + "pos_x" "-394.948639" + "pos_y" "-590.862610" + "size_x" "80.000000" + "size_y" "-17.000000" + 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/dev/null +++ b/mp/game/momentum/shadereditorui/canvas/post_processing_graphs/ppe_glow.txt @@ -0,0 +1,374 @@ +"canvas" +{ + "cfmt_version" "canvasver#003" + "flowgraph_type" "4" + "config_ppe" + { + "updatefbcopy" "1" + } + "Nodes" + { + "Node_000" + { + "iType" "2001" + "pos_x" "-320.000000" + "pos_y" "15.000000" + "size_x" "55.000000" + "size_y" "-17.000000" + "iPreview" "0" + } + "Node_001" + { + "iType" "2009" + "szName" "_rt_fbquarter_1" + "pos_x" "-471.106934" + "pos_y" "-392.282166" + "size_x" "96.000000" + "size_y" "-80.000000" + "iPreview" "1" + "szRTName" "_rt_fbquarter_1" + } + "Node_002" + { + "iType" "2009" + "szName" "_rt_fbquarter_0" + "pos_x" "-466.076111" + "pos_y" "-154.170120" + "size_x" "96.000000" + "size_y" "-80.000000" + "iPreview" "1" + "szRTName" "_rt_fbquarter_0" + } + "Node_003" + { + "iType" "2004" + "pos_x" "-137.303177" + "pos_y" "-419.544556" + "size_x" "160.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + 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"80.000000" + "size_y" "-17.000000" + "iPreview" "0" + "iInline" "1" + "szVMTString_num_strings" "1" + "szVMTString_partial_00" "\'unlitgeneric\'\r\n{\r\n \'$basetexture\' \'_rt_fullframefb\'\r\n \'$additive\' 1\r\n}" + } + "Node_006" + { + "iType" "2011" + "pos_x" "113.682846" + "pos_y" "-502.520996" + "size_x" "158.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "3" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "2" + "iTarget_jack" "0" + } + "jackIn_02" + { + "iTarget_node" "7" + "iTarget_jack" "0" + } + } + } + "Node_007" + { + "iType" "2009" + "pos_x" "-39.379333" + "pos_y" "-674.412415" + "size_x" "96.000000" + "size_y" "-80.000000" + "iPreview" "1" + "szRTName" "_rt_FullFrameFB" + } + "Node_008" + { + "iType" "2004" + "pos_x" "594.897278" + "pos_y" "-499.985840" + "size_x" "160.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "10" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "5" + "iTarget_jack" "0" + } + } + "iSizingMode_Tg" "0" + "iSizingMode_Src" "0" + "iPushTg" "0" + "iSHEETHINT_enable_tg" "0" + "iSHEETHINT_enable_src" "0" + "iDst_x" "0" + "iDst_y" "0" + "iDst_w" "0" + "iDst_h" "0" + "flSrcUV_x0" "0.000000" + "flSrcUV_y0" "0.000000" + "flSrcUV_x" "0.000000" + "flSrcUV_y" "0.000000" + "iSrc_w" "0" + "iSrc_h" "0" + } + "Node_009" + { + "iType" "2002" + "pos_x" "840.652588" + "pos_y" "-511.548279" + "size_x" "55.000000" + "size_y" "-17.000000" + "iPreview" "0" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "8" + "iTarget_jack" "0" + } + } + } + "Node_010" + { + "iType" "2012" + "pos_x" "332.495667" + "pos_y" "-505.895020" + "size_x" "181.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "6" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "7" + "iTarget_jack" "0" + } + } + "szVRCName" "General_view" + "options_bool_amt" "17" + "options_int_amt" "7" + "options_float_amt" "3" + "options_string_amt" "0" + "options_bool_0" "1" + "options_bool_1" "1" + "options_bool_2" "1" + "options_bool_3" "1" + "options_bool_4" "0" + "options_bool_5" "0" + "options_bool_6" "0" + "options_bool_7" "0" + "options_bool_8" "0" + "options_bool_9" "0" + "options_bool_10" "0" + "options_bool_11" "0" + "options_bool_12" "1" + "options_bool_13" "0" + "options_bool_14" "0" + "options_bool_15" "1" + "options_bool_16" "1" + "options_int_0" "0" + "options_int_1" "0" + "options_int_2" "0" + "options_int_3" "0" + "options_int_4" "0" + "options_int_5" "0" + "options_int_6" "0" + "options_float_0" "0.000000" + "options_float_1" "0.000000" + "options_float_2" "1.000000" + "iSceneDraw" "0" + } + "Node_011" + { + "iType" "2012" + "pos_x" "-139.545654" + "pos_y" "-37.145393" + "size_x" "181.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "0" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "2" + "iTarget_jack" "0" + } + } + "szVRCName" "General_view" + "options_bool_amt" "17" + "options_int_amt" "7" + "options_float_amt" "3" + "options_string_amt" "0" + "options_bool_0" "1" + "options_bool_1" "1" + "options_bool_2" "1" + "options_bool_3" "1" + "options_bool_4" "0" + "options_bool_5" "0" + "options_bool_6" "0" + "options_bool_7" "0" + "options_bool_8" "0" + "options_bool_9" "0" + "options_bool_10" "0" + "options_bool_11" "1" + "options_bool_12" "0" + "options_bool_13" "0" + "options_bool_14" "0" + "options_bool_15" "1" + "options_bool_16" "1" + "options_int_0" "0" + "options_int_1" "0" + "options_int_2" "0" + "options_int_3" "0" + "options_int_4" "150" + "options_int_5" "255" + "options_int_6" "200" + "options_float_0" "0.000000" + "options_float_1" "0.000000" + "options_float_2" "1.000000" + "iSceneDraw" "0" + } + "Node_012" + { + "iType" "2004" + "pos_x" "-126.738861" + "pos_y" "-232.900467" + "size_x" "160.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "11" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "13" + "iTarget_jack" "0" + } + "jackIn_02" + { + "iTarget_node" "1" + "iTarget_jack" "0" + } + "jackIn_03" + { + "iTarget_node" "2" + "iTarget_jack" "0" + } + } + "iSizingMode_Tg" "0" + "iSizingMode_Src" "0" + "iPushTg" "1" + "iSHEETHINT_enable_tg" "1" + "iSHEETHINT_enable_src" "1" + "iDst_x" "0" + "iDst_y" "0" + "iDst_w" "0" + "iDst_h" "0" + "flSrcUV_x0" "0.500000" + "flSrcUV_y0" "0.500000" + "flSrcUV_x" "0.000000" + "flSrcUV_y" "0.000000" + "iSrc_w" "-1" + "iSrc_h" "-1" + } + "Node_013" + { + "iType" "2010" + "pos_x" "-339.970551" + "pos_y" "-278.838318" + "size_x" "80.000000" + "size_y" "-17.000000" + "iPreview" "0" + "iInline" "1" + "szVMTString_num_strings" "1" + "szVMTString_partial_00" "\'EDITOR_SHADER\'\r\n{\r\n \'$SHADERNAME\' \'gauss_blur_5_x\'\r\n\r\n \'$basetexture\' \'_rt_fbquarter_0\'\r\n}" + } + } +} diff --git a/mp/game/momentum/shadereditorui/canvas/post_processing_graphs/ppe_glow_viewmodel.txt b/mp/game/momentum/shadereditorui/canvas/post_processing_graphs/ppe_glow_viewmodel.txt new file mode 100644 index 0000000000..848c7cee42 --- /dev/null +++ b/mp/game/momentum/shadereditorui/canvas/post_processing_graphs/ppe_glow_viewmodel.txt @@ -0,0 +1,354 @@ +"canvas" +{ + "cfmt_version" "canvasver#003" + "flowgraph_type" "4" + "config_ppe" + { + "updatefbcopy" "1" + } + "Nodes" + { + "Node_000" + { + "iType" "2001" + "pos_x" "-320.000000" + "pos_y" "15.000000" + "size_x" "55.000000" + "size_y" "-17.000000" + "iPreview" "0" + } + "Node_001" + { + "iType" "2009" + "szName" "_rt_fbquarter_1" + "pos_x" "-471.106934" + "pos_y" "-392.282166" + "size_x" "96.000000" + "size_y" "-80.000000" + "iPreview" "1" + "szRTName" "_rt_fbquarter_1" + } + "Node_002" + { + "iType" "2004" + "pos_x" "-137.303177" + "pos_y" "-419.544556" + "size_x" "160.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "13" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "3" + "iTarget_jack" "0" + } + "jackIn_02" + { + "iTarget_node" "8" + "iTarget_jack" "0" + } + "jackIn_03" + { + "iTarget_node" "1" + "iTarget_jack" "0" + } + } + "iSizingMode_Tg" "0" + "iSizingMode_Src" "0" + "iPushTg" "1" + "iSHEETHINT_enable_tg" "1" + "iSHEETHINT_enable_src" "1" + "iDst_x" "0" + "iDst_y" "0" + "iDst_w" "0" + "iDst_h" "0" + "flSrcUV_x0" "0.000000" + "flSrcUV_y0" "0.000000" + "flSrcUV_x" "0.000000" + "flSrcUV_y" "0.000000" + "iSrc_w" "0" + "iSrc_h" "0" + } + "Node_003" + { + "iType" "2010" + "pos_x" "-335.240234" + "pos_y" "-531.473999" + "size_x" "80.000000" + "size_y" "-17.000000" + "iPreview" "0" + "iInline" "1" + "szVMTString_num_strings" "1" + "szVMTString_partial_00" "\'EDITOR_SHADER\'\r\n{\r\n \'$SHADERNAME\' \'gauss_blur_5_y\'\r\n\r\n \'$basetexture\' \'_rt_fbquarter_1\'\r\n}" + } + "Node_004" + { + "iType" "2010" + "pos_x" "-339.970551" + "pos_y" "-278.838318" + "size_x" "80.000000" + "size_y" "-17.000000" + "iPreview" "0" + "iInline" "1" + "szVMTString_num_strings" "1" + "szVMTString_partial_00" "\'EDITOR_SHADER\'\r\n{\r\n \'$SHADERNAME\' \'gauss_blur_5_x\'\r\n\r\n \'$basetexture\' \'_rt_fbquarter_0\'\r\n}" + } + "Node_005" + { + "iType" "2011" + "pos_x" "113.682846" + "pos_y" "-502.520996" + "size_x" "158.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "2" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "8" + "iTarget_jack" "0" + } + "jackIn_02" + { + "iTarget_node" "11" + "iTarget_jack" "0" + } + } + } + "Node_006" + { + "iType" "2004" + "pos_x" "594.897278" + "pos_y" "-499.985840" + "size_x" "160.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "12" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "10" + "iTarget_jack" "0" + } + } + "iSizingMode_Tg" "0" + "iSizingMode_Src" "0" + "iPushTg" "0" + "iSHEETHINT_enable_tg" "0" + "iSHEETHINT_enable_src" "0" + "iDst_x" "0" + "iDst_y" "0" + "iDst_w" "0" + "iDst_h" "0" + "flSrcUV_x0" "0.000000" + "flSrcUV_y0" "0.000000" + "flSrcUV_x" "0.000000" + "flSrcUV_y" "0.000000" + "iSrc_w" "0" + "iSrc_h" "0" + } + "Node_007" + { + "iType" "2002" + "pos_x" "840.652588" + "pos_y" "-511.548279" + "size_x" "55.000000" + "size_y" "-17.000000" + "iPreview" "0" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "6" + "iTarget_jack" "0" + } + } + } + "Node_008" + { + "iType" "2009" + "szName" "_rt_fbquarter_0" + "pos_x" "-466.076111" + "pos_y" "-154.170120" + "size_x" "96.000000" + "size_y" "-80.000000" + "iPreview" "1" + "szRTName" "_rt_fbquarter_0" + } + "Node_009" + { + "iType" "2012" + "pos_x" "-139.545654" + "pos_y" "-37.145393" + "size_x" "181.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "0" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "8" + "iTarget_jack" "0" + } + } + "szVRCName" "Viewmodel_view" + "options_bool_amt" "7" + "options_int_amt" "7" + "options_float_amt" "3" + "options_string_amt" "0" + "options_bool_0" "0" + "options_bool_1" "1" + "options_bool_2" "0" + "options_bool_3" "0" + "options_bool_4" "0" + "options_bool_5" "1" + "options_bool_6" "1" + "options_int_0" "0" + "options_int_1" "0" + "options_int_2" "0" + "options_int_3" "0" + "options_int_4" "255" + "options_int_5" "32" + "options_int_6" "0" + "options_float_0" "0.000000" + "options_float_1" "0.000000" + "options_float_2" "1.000000" + "iSceneDraw" "0" + } + "Node_010" + { + "iType" "2010" + "pos_x" "423.332336" + "pos_y" "-416.715942" + "size_x" "80.000000" + "size_y" "-17.000000" + "iPreview" "0" + "iInline" "1" + "szVMTString_num_strings" "1" + "szVMTString_partial_00" "\'unlitgeneric\'\r\n{\r\n \'$basetexture\' \'_rt_fullframefb\'\r\n \'$additive\' 1\r\n}" + } + "Node_011" + { + "iType" "2009" + "pos_x" "68.256104" + "pos_y" "-681.967102" + "size_x" "96.000000" + "size_y" "-80.000000" + "iPreview" "1" + "szRTName" "_rt_FullFrameFB" + } + "Node_012" + { + "iType" "2012" + "pos_x" "337.155212" + "pos_y" "-504.341858" + "size_x" "181.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "5" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "11" + "iTarget_jack" "0" + } + } + "szVRCName" "Viewmodel_view" + "options_bool_amt" "7" + "options_int_amt" "7" + "options_float_amt" "3" + "options_string_amt" "0" + "options_bool_0" "0" + "options_bool_1" "0" + "options_bool_2" "1" + "options_bool_3" "0" + "options_bool_4" "0" + "options_bool_5" "1" + "options_bool_6" "1" + "options_int_0" "0" + "options_int_1" "0" + "options_int_2" "0" + "options_int_3" "0" + "options_int_4" "0" + "options_int_5" "0" + "options_int_6" "0" + "options_float_0" "0.000000" + "options_float_1" "0.000000" + "options_float_2" "1.000000" + "iSceneDraw" "0" + } + "Node_013" + { + "iType" "2004" + "pos_x" "-126.738861" + "pos_y" "-232.900467" + "size_x" "160.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "9" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "4" + "iTarget_jack" "0" + } + "jackIn_02" + { + "iTarget_node" "1" + "iTarget_jack" "0" + } + "jackIn_03" + { + "iTarget_node" "8" + "iTarget_jack" "0" + } + } + "iSizingMode_Tg" "0" + "iSizingMode_Src" "0" + "iPushTg" "1" + "iSHEETHINT_enable_tg" "1" + "iSHEETHINT_enable_src" "1" + "iDst_x" "0" + "iDst_y" "0" + "iDst_w" "0" + "iDst_h" "0" + "flSrcUV_x0" "0.500000" + "flSrcUV_y0" "0.500000" + "flSrcUV_x" "0.000000" + "flSrcUV_y" "0.000000" + "iSrc_w" "-1" + "iSrc_h" "-1" + } + } +} diff --git a/mp/game/momentum/shadereditorui/canvas/post_processing_graphs/ppe_ssao.txt b/mp/game/momentum/shadereditorui/canvas/post_processing_graphs/ppe_ssao.txt new file mode 100644 index 0000000000..454fd3553a --- /dev/null +++ b/mp/game/momentum/shadereditorui/canvas/post_processing_graphs/ppe_ssao.txt @@ -0,0 +1,456 @@ +"canvas" +{ + "cfmt_version" "canvasver#003" + "flowgraph_type" "4" + "config_ppe" + { + "updatefbcopy" "1" + } + "Nodes" + { + "Node_000" + { + "iType" "2001" + "pos_x" "-639.639282" + "pos_y" "44.434204" + "size_x" "55.000000" + "size_y" "-17.000000" + "iPreview" "0" + } + "Node_001" + { + "iType" "2010" + "szName" "ssao calc" + "pos_x" "-665.678101" + "pos_y" "-40.037277" + "size_x" "80.000000" + "size_y" "-17.000000" + "iPreview" "0" + "iInline" "1" + "szVMTString_num_strings" "1" + "szVMTString_partial_00" "\'EDITOR_SHADER\'\r\n{\r\n \'$SHADERNAME\' \'ssao_calc\'\r\n}" + } + "Node_002" + { + "iType" "2010" + "szName" "mat blur x" + "pos_x" "-354.201935" + "pos_y" "-273.364471" + "size_x" "80.000000" + "size_y" "-17.000000" + "iPreview" "0" + "iInline" "1" + "szVMTString_num_strings" "1" + "szVMTString_partial_00" "\'EDITOR_SHADER\'\r\n{\r\n \'$SHADERNAME\' \'gauss_blur_half_3_x\'\r\n\r\n \'$basetexture\' \'_rt_ssao_0\'\r\n}" + } + "Node_003" + { + "iType" "2004" + "szName" "blur x" + "pos_x" "-128.456192" + "pos_y" "-278.041840" + "size_x" "80.000000" + "size_y" "-50.000000" + "iPreview" "0" + "bridges" + { + "jackIn_01" + { + "iTarget_node" "2" + "iTarget_jack" "0" + } + "jackIn_02" + { + "iTarget_node" "11" + "iTarget_jack" "0" + } + } + "iSizingMode_Tg" "0" + "iSizingMode_Src" "1" + "iPushTg" "1" + "iSHEETHINT_enable_tg" "1" + "iSHEETHINT_enable_src" "0" + "iDst_x" "0" + "iDst_y" "0" + "iDst_w" "0" + "iDst_h" "0" + "flSrcUV_x0" "0.000000" + "flSrcUV_y0" "0.000000" + "flSrcUV_x" "0.000000" + "flSrcUV_y" "0.000000" + "iSrc_w" "0" + "iSrc_h" "0" + } + "Node_004" + { + "iType" "2004" + "pos_x" "191.269501" + "pos_y" "-410.958984" + "size_x" "80.000000" + "size_y" "-50.000000" + "iPreview" "0" + "bridges" + { + "jackIn_01" + { + "iTarget_node" "13" + "iTarget_jack" "0" + } + } + "iSizingMode_Tg" "0" + "iSizingMode_Src" "0" + "iPushTg" "0" + "iSHEETHINT_enable_tg" "0" + "iSHEETHINT_enable_src" "0" + "iDst_x" "0" + "iDst_y" "0" + "iDst_w" "0" + "iDst_h" "0" + "flSrcUV_x0" "0.000000" + "flSrcUV_y0" "0.000000" + "flSrcUV_x" "0.000000" + "flSrcUV_y" "0.000000" + "iSrc_w" "0" + "iSrc_h" "0" + } + "Node_005" + { + "iType" "2004" + "szName" "blur y" + "pos_x" "-129.468536" + "pos_y" "-423.294128" + "size_x" "80.000000" + "size_y" "-50.000000" + "iPreview" "0" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "3" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "7" + "iTarget_jack" "0" + } + "jackIn_02" + { + "iTarget_node" "10" + "iTarget_jack" "0" + } + } + "iSizingMode_Tg" "0" + "iSizingMode_Src" "1" + "iPushTg" "1" + "iSHEETHINT_enable_tg" "1" + "iSHEETHINT_enable_src" "0" + "iDst_x" "0" + "iDst_y" "0" + "iDst_w" "0" + "iDst_h" "0" + "flSrcUV_x0" "0.000000" + "flSrcUV_y0" "0.000000" + "flSrcUV_x" "0.000000" + "flSrcUV_y" "0.000000" + "iSrc_w" "0" + "iSrc_h" "0" + } + "Node_006" + { + "iType" "2010" + "szName" "combine from 0" + "pos_x" "15.523769" + "pos_y" "-576.691467" + "size_x" "80.000000" + "size_y" "-17.000000" + "iPreview" "0" + "iInline" "1" + "szVMTString_num_strings" "1" + "szVMTString_partial_00" "\'EDITOR_SHADER\'\r\n{\r\n \'$SHADERNAME\' \'ssao_combine\'\r\n\r\n \'$ssao_ref\' \'_rt_ssao_0\'\r\n}" + } + "Node_007" + { + "iType" "2010" + "szName" "mat blur y" + "pos_x" "-380.703430" + "pos_y" "-468.416138" + "size_x" "80.000000" + "size_y" "-17.000000" + "iPreview" "0" + "iInline" "1" + "szVMTString_num_strings" "1" + "szVMTString_partial_00" "\'EDITOR_SHADER\'\r\n{\r\n \'$SHADERNAME\' \'gauss_blur_half_3_x\'\r\n\r\n \'$basetexture\' \'_rt_ssao_1\'\r\n}" + } + "Node_008" + { + "iType" "2010" + "szName" "ssao fxaa" + "pos_x" "-494.226166" + "pos_y" "-869.928467" + "size_x" "80.000000" + "size_y" "-17.000000" + "iPreview" "0" + "iInline" "1" + "szVMTString_num_strings" "1" + "szVMTString_partial_00" "\'EDITOR_SHADER\'\r\n{\r\n \'$SHADERNAME\' \'ssao_fxaa\'\r\n\r\n \'$basetexture\' \'_rt_ssao_0\'\r\n}" + } + "Node_009" + { + "iType" "2002" + "pos_x" "518.236450" + "pos_y" "-616.246094" + "size_x" "55.000000" + "size_y" "-17.000000" + "iPreview" "0" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "14" + "iTarget_jack" "0" + } + } + } + "Node_010" + { + "iType" "2009" + "szName" "_rt_ssao_0" + "pos_x" "-698.619568" + "pos_y" "-268.649231" + "size_x" "96.000000" + "size_y" "-80.000000" + "iPreview" "1" + "szRTName" "_rt_ssao_0" + } + "Node_011" + { + "iType" "2009" + "szName" "_rt_ssao_1" + "pos_x" "-713.984192" + "pos_y" "-440.760040" + "size_x" "96.000000" + "size_y" "-80.000000" + "iPreview" "1" + "szRTName" "_rt_ssao_1" + } + "Node_012" + { + "iType" "2004" + "pos_x" "196.442749" + "pos_y" "-549.532715" + "size_x" "160.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "5" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "6" + "iTarget_jack" "0" + } + } + "iSizingMode_Tg" "0" + "iSizingMode_Src" "0" + "iPushTg" "0" + "iSHEETHINT_enable_tg" "0" + "iSHEETHINT_enable_src" "0" + "iDst_x" "0" + "iDst_y" "0" + "iDst_w" "0" + "iDst_h" "0" + "flSrcUV_x0" "0.000000" + "flSrcUV_y0" "0.000000" + "flSrcUV_x" "0.000000" + "flSrcUV_y" "0.000000" + "iSrc_w" "0" + "iSrc_h" "0" + } + "Node_013" + { + "iType" "2010" + "szName" "dbg" + "pos_x" "135.663971" + "pos_y" "-333.128235" + "size_x" "80.000000" + "size_y" "-17.000000" + "iPreview" "0" + "iInline" "1" + "szVMTString_num_strings" "1" + "szVMTString_partial_00" "\'unlitgeneric\'\r\n{\r\n \'$basetexture\' \'_rt_ssao_0\'\r\n}" + } + "Node_014" + { + "iType" "2004" + "pos_x" "192.325592" + "pos_y" "-746.695801" + "size_x" "160.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "18" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "15" + "iTarget_jack" "0" + } + "jackIn_03" + { + "iTarget_node" "11" + "iTarget_jack" "0" + } + } + "iSizingMode_Tg" "0" + "iSizingMode_Src" "0" + "iPushTg" "0" + "iSHEETHINT_enable_tg" "0" + "iSHEETHINT_enable_src" "1" + "iDst_x" "0" + "iDst_y" "0" + "iDst_w" "0" + "iDst_h" "0" + "flSrcUV_x0" "0.000000" + "flSrcUV_y0" "0.000000" + "flSrcUV_x" "0.000000" + "flSrcUV_y" "0.000000" + "iSrc_w" "0" + "iSrc_h" "0" + } + "Node_015" + { + "iType" "2010" + "szName" "combine from 1" + "pos_x" "-18.312183" + "pos_y" "-729.276367" + "size_x" "80.000000" + "size_y" "-17.000000" + "iPreview" "0" + "iInline" "1" + "szVMTString_num_strings" "1" + "szVMTString_partial_00" "\'EDITOR_SHADER\'\r\n{\r\n \'$SHADERNAME\' \'ssao_combine\'\r\n\r\n \'$ssao_ref\' \'_rt_ssao_1\'\r\n}" + } + "Node_016" + { + "iType" "2011" + "pos_x" "-480.804901" + "pos_y" "-686.924622" + "size_x" "158.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "17" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "10" + "iTarget_jack" "0" + } + "jackIn_02" + { + "iTarget_node" "11" + "iTarget_jack" "0" + } + } + } + "Node_017" + { + "iType" "2004" + "szName" "calc SSAO" + "pos_x" "-449.402863" + "pos_y" "-67.169373" + "size_x" "160.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "0" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "1" + "iTarget_jack" "0" + } + "jackIn_02" + { + "iTarget_node" "10" + "iTarget_jack" "0" + } + } + "iSizingMode_Tg" "0" + "iSizingMode_Src" "0" + "iPushTg" "1" + "iSHEETHINT_enable_tg" "1" + "iSHEETHINT_enable_src" "0" + "iDst_x" "0" + "iDst_y" "0" + "iDst_w" "0" + "iDst_h" "0" + "flSrcUV_x0" "0.000000" + "flSrcUV_y0" "0.000000" + "flSrcUV_x" "0.000000" + "flSrcUV_y" "0.000000" + "iSrc_w" "0" + "iSrc_h" "0" + } + "Node_018" + { + "iType" "2004" + "szName" "ssao fxaa" + "pos_x" "-214.860336" + "pos_y" "-764.314209" + "size_x" "160.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "16" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "8" + "iTarget_jack" "0" + } + "jackIn_02" + { + "iTarget_node" "11" + "iTarget_jack" "0" + } + } + "iSizingMode_Tg" "0" + "iSizingMode_Src" "1" + "iPushTg" "1" + "iSHEETHINT_enable_tg" "1" + "iSHEETHINT_enable_src" "0" + "iDst_x" "0" + "iDst_y" "0" + "iDst_w" "0" + "iDst_h" "0" + "flSrcUV_x0" "0.000000" + "flSrcUV_y0" "0.000000" + "flSrcUV_x" "0.000000" + "flSrcUV_y" "0.000000" + "iSrc_w" "0" + "iSrc_h" "0" + } + } +} diff --git a/mp/game/momentum/shadereditorui/canvas/post_processing_graphs/ppe_sunrays.txt b/mp/game/momentum/shadereditorui/canvas/post_processing_graphs/ppe_sunrays.txt new file mode 100644 index 0000000000..00bed5aaa3 --- /dev/null +++ b/mp/game/momentum/shadereditorui/canvas/post_processing_graphs/ppe_sunrays.txt @@ -0,0 +1,269 @@ +"canvas" +{ + "cfmt_version" "canvasver#003" + "flowgraph_type" "4" + "config_ppe" + { + "updatefbcopy" "1" + } + "Nodes" + { + "Node_000" + { + "iType" "2004" + "szName" "blur x" + "pos_x" "-128.456192" + "pos_y" "-278.041840" + "size_x" "80.000000" + "size_y" "-50.000000" + "iPreview" "0" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "3" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "9" + "iTarget_jack" "0" + } + "jackIn_02" + { + "iTarget_node" "5" + "iTarget_jack" "0" + } + "jackIn_03" + { + "iTarget_node" "4" + "iTarget_jack" "0" + } + } + "iSizingMode_Tg" "0" + "iSizingMode_Src" "1" + "iPushTg" "1" + "iSHEETHINT_enable_tg" "1" + "iSHEETHINT_enable_src" "1" + "flSrcUV_x" "0.000000" + "flSrcUV_y" "0.000000" + } + "Node_001" + { + "iType" "2004" + "szName" "blur y" + "pos_x" "-129.468536" + "pos_y" "-423.294128" + "size_x" "80.000000" + "size_y" "-50.000000" + "iPreview" "0" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "0" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "6" + "iTarget_jack" "0" + } + "jackIn_02" + { + "iTarget_node" "4" + "iTarget_jack" "0" + } + "jackIn_03" + { + "iTarget_node" "5" + "iTarget_jack" "0" + } + } + "iSizingMode_Tg" "0" + "iSizingMode_Src" "1" + "iPushTg" "1" + "iSHEETHINT_enable_tg" "1" + "iSHEETHINT_enable_src" "1" + "flSrcUV_x" "0.000000" + "flSrcUV_y" "0.000000" + } + "Node_002" + { + "iType" "2001" + "pos_x" "-405.610535" + "pos_y" "-35.478058" + "size_x" "55.000000" + "size_y" "-17.000000" + "iPreview" "0" + } + "Node_003" + { + "iType" "2004" + "szName" "calc sunrays" + "pos_x" "-238.206161" + "pos_y" "-91.904114" + "size_x" "160.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "2" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "10" + "iTarget_jack" "0" + } + "jackIn_02" + { + "iTarget_node" "4" + "iTarget_jack" "0" + } + } + "iSizingMode_Tg" "0" + "iSizingMode_Src" "0" + "iPushTg" "1" + "iSHEETHINT_enable_tg" "1" + "iSHEETHINT_enable_src" "0" + "flSrcUV_x" "0.000000" + "flSrcUV_y" "0.000000" + } + "Node_004" + { + "iType" "2009" + "szName" "_rt_fbquarter_0" + "pos_x" "-579.521973" + "pos_y" "-250.991974" + "size_x" "96.000000" + "size_y" "-80.000000" + "iPreview" "1" + "szRTName" "_rt_fbquarter_0" + } + "Node_005" + { + "iType" "2009" + "szName" "_rt_fbquarter_1" + "pos_x" "-596.074402" + "pos_y" "-435.138184" + "size_x" "96.000000" + "size_y" "-80.000000" + "iPreview" "1" + "szRTName" "_rt_fbquarter_1" + } + "Node_006" + { + "iType" "2010" + "szName" "mat blur y" + "pos_x" "-372.900238" + "pos_y" "-412.679138" + "size_x" "80.000000" + "size_y" "-17.000000" + "iPreview" "0" + "iInline" "1" + "szVMTString_num_strings" "1" + "szVMTString_partial_00" "\'EDITOR_SHADER\'\r\n{\r\n \'$SHADERNAME\' \'gauss_blur_5_y\'\r\n\r\n \'$basetexture\' \'_rt_fbquarter_1\'\r\n}" + } + "Node_007" + { + "iType" "2004" + "pos_x" "56.956039" + "pos_y" "-407.798676" + "size_x" "80.000000" + "size_y" "-50.000000" + "iPreview" "0" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "1" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "11" + "iTarget_jack" "0" + } + } + "iSizingMode_Tg" "0" + "iSizingMode_Src" "0" + "iPushTg" "0" + "iSHEETHINT_enable_tg" "0" + "iSHEETHINT_enable_src" "0" + "flSrcUV_x" "0.000000" + "flSrcUV_y" "0.000000" + } + "Node_008" + { + "iType" "2002" + "pos_x" "211.028748" + "pos_y" "-410.396179" + "size_x" "55.000000" + "size_y" "-17.000000" + "iPreview" "0" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "7" + "iTarget_jack" "0" + } + } + } + "Node_009" + { + "iType" "2010" + "szName" "mat blur x" + "pos_x" "-328.562927" + "pos_y" "-233.233780" + "size_x" "80.000000" + "size_y" "-17.000000" + "iPreview" "0" + "iInline" "1" + "szVMTString_num_strings" "1" + "szVMTString_partial_00" "\'EDITOR_SHADER\'\r\n{\r\n \'$SHADERNAME\' \'gauss_blur_5_x\'\r\n\r\n \'$basetexture\' \'_rt_fbquarter_0\'\r\n}" + } + "Node_010" + { + "iType" "2010" + "szName" "sunrays calc" + "pos_x" "-467.699493" + "pos_y" "-122.206451" + "size_x" "80.000000" + "size_y" "-17.000000" + "iPreview" "0" + "iInline" "1" + "szVMTString_num_strings" "1" + "szVMTString_partial_00" "\'EDITOR_SHADER\'\r\n{\r\n \'$SHADERNAME\' \'sunrays_calc\'\r\n}" + } + "Node_011" + { + "iType" "2010" + "szName" "add" + "pos_x" "-112.357910" + "pos_y" "-534.670959" + "size_x" "80.000000" + "size_y" "-17.000000" + "iPreview" "0" + "iInline" "1" + "szVMTString_num_strings" "1" + "szVMTString_partial_00" "\'unlitgeneric\'\r\n{\r\n \'$basetexture\' \'_rt_fbquarter_0\'\r\n \'$additive\' 1\r\n \'$ignorez\' 1\r\n \'$nofog\' 1\r\n}" + } + "Node_012" + { + "iType" "2010" + "szName" "dbg" + "pos_x" "-103.265686" + "pos_y" "-610.516968" + "size_x" "80.000000" + "size_y" "-17.000000" + "iPreview" "0" + "iInline" "1" + "szVMTString_num_strings" "1" + "szVMTString_partial_00" "\'unlitgeneric\'\r\n{\r\n \'$basetexture\' \'_rt_fbquarter_0\'\r\n \'$ignorez\' 1\r\n \'$nofog\' 1\r\n}" + } + } +} diff --git a/mp/game/momentum/shadereditorui/canvas/post_processing_shaders/basetexture_accum.txt b/mp/game/momentum/shadereditorui/canvas/post_processing_shaders/basetexture_accum.txt new file mode 100644 index 0000000000..897da8be01 --- /dev/null +++ b/mp/game/momentum/shadereditorui/canvas/post_processing_shaders/basetexture_accum.txt @@ -0,0 +1,277 @@ +"canvas" +{ + "cfmt_version" "canvasver#003" + "flowgraph_type" "1" + "config" + { + "shadermodel" "1" + "cull_mode" "0" + "alpha_blending" "0" + "depth_test" "0" + "depth_write" "0" + "srgb_write" "0" + } + "Nodes" + { + "Node_000" + { + "iType" "1" + "pos_x" "-320.000000" + "pos_y" "190.000000" + "size_x" "55.000000" + "size_y" "-28.000000" + "iPreview" "0" + "enable_flex" "0" + "enable_normal" "0" + "enable_blendweights" "0" + "enable_tangentspace" "0" + "enable_tangentspace_skinning" "0" + "numTexcoords" "1" + "numColor" "0" + "dTFlag_Texcoords_0" "2" + "dTFlag_Texcoords_1" "2" + "dTFlag_Texcoords_2" "2" + "dTFlag_Color_0" "8" + "dTFlag_Color_1" "8" + } + "Node_001" + { + "iType" "2" + "pos_x" "265.000000" + "pos_y" "190.000000" + "size_x" "55.000000" + "size_y" "-28.000000" + "iPreview" "0" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "2" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "0" + "iTarget_jack" "1" + } + } + "numTexcoords" "1" + "numColor" "0" + "numTexcoord_Flag_0" "2" + "numTexcoord_Flag_1" "2" + "numTexcoord_Flag_2" "2" + "numTexcoord_Flag_3" "2" + "numTexcoord_Flag_4" "2" + "numTexcoord_Flag_5" "2" + "numTexcoord_Flag_6" "2" + "numTexcoord_Flag_7" "2" + "numColor_Flag_0" "8" + "numColor_Flag_1" "8" + } + "Node_002" + { + "iType" "27" + "pos_x" "-44.526688" + "pos_y" "206.208878" + "size_x" "80.000000" + "size_y" "-17.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "0" + "iTarget_jack" "0" + } + } + "swizzleString" "x y z 1" + } + "Node_003" + { + "iType" "3" + "pos_x" "-320.000000" + "pos_y" "-130.000000" + "size_x" "55.000000" + "size_y" "-17.000000" + "iPreview" "0" + "numTexcoords" "1" + "numColor" "0" + "numTexcoord_Flag_0" "2" + "numTexcoord_Flag_1" "2" + "numTexcoord_Flag_2" "2" + "numTexcoord_Flag_3" "2" + "numTexcoord_Flag_4" "2" + "numTexcoord_Flag_5" "2" + "numTexcoord_Flag_6" "2" + "numTexcoord_Flag_7" "2" + "numColor_Flag_0" "8" + "numColor_Flag_1" "8" + } + "Node_004" + { + "iType" "29" + "szName" 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b/mp/game/momentum/shadereditorui/canvas/post_processing_shaders/ssao_calc.txt @@ -0,0 +1,218 @@ +"canvas" +{ + "cfmt_version" "canvasver#003" + "flowgraph_type" "1" + "config" + { + "shadermodel" "1" + "cull_mode" "0" + "alpha_blending" "0" + "depth_test" "0" + "depth_write" "0" + "srgb_write" "0" + } + "Nodes" + { + "Node_000" + { + "iType" "1" + "pos_x" "-320.000000" + "pos_y" "190.000000" + "size_x" "55.000000" + "size_y" "-28.000000" + "iPreview" "0" + "enable_flex" "0" + "enable_normal" "0" + "enable_blendweights" "0" + "enable_tangentspace" "0" + "enable_tangentspace_skinning" "0" + "numTexcoords" "1" + "numColor" "0" + "dTFlag_Texcoords_0" "2" + "dTFlag_Texcoords_1" "2" + "dTFlag_Texcoords_2" "2" + "dTFlag_Color_0" "8" + "dTFlag_Color_1" "8" + } + "Node_001" + { + "iType" "2" + "pos_x" "265.000000" + "pos_y" "190.000000" + "size_x" "55.000000" + "size_y" "-28.000000" + "iPreview" "0" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "3" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "0" + "iTarget_jack" "1" + } + } + "numTexcoords" "1" + "numColor" "0" + "numTexcoord_Flag_0" "2" + "numTexcoord_Flag_1" "2" + "numTexcoord_Flag_2" "2" + "numTexcoord_Flag_3" "2" + "numTexcoord_Flag_4" "2" + "numTexcoord_Flag_5" "2" + "numTexcoord_Flag_6" "2" + "numTexcoord_Flag_7" "2" + "numColor_Flag_0" "8" + "numColor_Flag_1" "8" + } + "Node_002" + { + "iType" "3" + "pos_x" "-348.387299" + "pos_y" "-95.935318" + "size_x" "55.000000" + "size_y" "-17.000000" + "iPreview" "0" + "numTexcoords" "1" + "numColor" "0" + "numTexcoord_Flag_0" "2" + "numTexcoord_Flag_1" "2" + "numTexcoord_Flag_2" "2" + "numTexcoord_Flag_3" "2" + "numTexcoord_Flag_4" "2" + "numTexcoord_Flag_5" "2" + "numTexcoord_Flag_6" "2" + "numTexcoord_Flag_7" "2" + "numColor_Flag_0" "8" + "numColor_Flag_1" "8" + } + "Node_003" + { + "iType" "27" + "pos_x" "-44.526688" + "pos_y" "206.208878" + "size_x" "80.000000" + "size_y" "-17.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "0" + "iTarget_jack" "0" + } + } + "swizzleString" "x y z 1" + } + "Node_004" + { + "iType" "94" + "pos_x" "-332.935516" + "pos_y" "-230.558411" + "size_x" "84.000000" + "size_y" "-50.000000" + "iPreview" "1" + "iTextureType" "5" + "IsCubemap" "0" + "szDemoTexturePath" "_rt_FullFrameFB" + "szFallbackTexturePath" "white" + "iFallbackMode" "0" + } + "Node_005" + { + "iType" "65" + "pos_x" "-327.089508" + "pos_y" "-148.880356" + "size_x" "70.000000" + "size_y" "-50.000000" + "iPreview" "1" + "flSmartVal0" "2.000000" + } + "Node_006" + { + "iType" "4" + "pos_x" "293.722473" + "pos_y" "-125.284317" + "size_x" "55.000000" + "size_y" "-17.000000" + "iPreview" "0" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "7" + "iTarget_jack" "0" + } + } + "numColors" "1" + "enable_Depth" "0" + } + "Node_007" + { + "iType" "27" + "pos_x" "123.001160" + "pos_y" "-120.086807" + "size_x" "121.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "8" + "iTarget_jack" "0" + } + } + "swizzleString" "r r r 1" + } + "Node_008" + { + "iType" "99" + "pos_x" "-117.711853" + "pos_y" "-117.288940" + "size_x" "155.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "2" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "5" + "iTarget_jack" "0" + } + "jackIn_02" + { + "iTarget_node" "4" + "iTarget_jack" "0" + } + } + "varName_In_0" "uv" + "varType_In_0" "2" + "varName_In_1" "texelSize" + "varType_In_1" "2" + "varName_In_2" "color_depth" + "varType_In_2" "128" + "varName_Out_0" "ao_out" + "varType_Out_0" "1" + "szFunctionName" "DoSSAO" + "iInline" "1" + "szcode_global_num_strings" "4" + "szcode_global_partial_00" "#define PI 3.14159265\r\n\r\n//--------------------------------------------------------\r\n//a list of user parameters\r\n\r\n#define METHOD 0\r\n\r\nstatic float near = 7; //Z-near\r\nstatic float far = 192.0; //Z-far\r\nstatic float zScaleLinear = near / far;\r\nstatic float zScaleLinearRev = far / near;\r\n\r\n#if ( METHOD == 0 )\r\nstatic int samples = 3; //samples on the first ring (3 - 5)\r\nstatic int rings = 3; //ring count (3 - 5)\r\nstatic float radius_close = 6.0; //ao radius\r\nstatic float radius_far = 0.5; //ao radius\r\n#else\r\nstatic int samples = 24; //samples on the first ring (3 - 5)\r\nstatic float radius_close = 7.0; //ao radius\r\nstatic float radius_far = 1.5; //ao radius\r\n#endif\r\n\r\nstatic float dist_exp = 6.0f;\r\n\r\nstatic float diffarea = 0.45; //self-shadowing reduction\r\nstatic float gdisplace = 0.4; //gauss bell center\r\n\r\nstatic float lumInfluence = 0.4; //how much luminance affects occlusion\r\nstatic float aoBoost_far = 2.5f;\r\nstatic float aoBoost_close = 6.0f;\" + "szcode_global_partial_01" "r\n\r\nstatic bool noise = true; //use noise instead of pattern for sample dithering?\r\nstatic bool onlyAO = true; //use only ambient occlusion pass?\r\nstatic bool fadeout = true;\r\n\r\n//--------------------------------------------------------\r\n\r\nfloat2 rand(float2 coord, float2 size) //generating noise/pattern texture for dithering\r\n{\r\n float noiseX = ((frac(1.0-coord.x*(size.x/2.0))*0.25)+(frac(coord.y*(size.y/2.0))*0.75))*2.0-1.0;\r\n float noiseY = ((frac(1.0-coord.x*(size.x/2.0))*0.75)+(frac(coord.y*(size.y/2.0))*0.25))*2.0-1.0;\r\n \r\n if (noise)\r\n {\r\n noiseX = frac(sin(dot(coord ,float2(12.9898,78.233))) * 43758.5453) * 2.0-1.0;\r\n noiseY = frac(sin(dot(coord ,float2(12.9898,78.233)*2.0)) * 43758.5453) * 2.0-1.0;\r\n }\r\n return float2(noiseX,noiseY)*0.001;\r\n}\r\n\r\nfloat readDepth(in float2 coord, sampler tex)\r\n{\r\n return tex2D(tex, coord ).a * zScaleLinear;\r\n //return (2.0 * near) / (far + near - tex2D(tex, coord ).a * (far-near));\r\n}\r\n\r\nfloat readDepth(float linD" + "szcode_global_partial_02" "epth)\r\n{\r\n return linDepth * zScaleLinear;\r\n}\r\n\r\nfloat compareDepths(in float depth1, in float depth2,inout int far)\r\n{\r\n float garea = 2.0; //gauss bell width \r\n float diff = (depth1 - depth2)*100.0; //depth difference (0-100)\r\n //reduce left bell width to avoid self-shadowing \r\n\r\n\r\n if ( diff < gdisplace )\r\n {\r\n garea = diffarea;\r\n }else{\r\n far = 1;\r\n }\r\n \r\n float gauss = pow(2.7182,-2.0*(diff-gdisplace)*(diff-gdisplace)/(garea*garea));\r\n return gauss;\r\n}\r\n\r\nfloat calAO(float2 uv,float localDepth, float depth, float dw, float dh, sampler tex)\r\n{\r\n float dd = (1.0-depth)*lerp( radius_far, radius_close, localDepth );\r\n\r\n float temp = 0.0;\r\n float temp2 = 0.0;\r\n float coordw = uv.x + dw*dd;\r\n float coordh = uv.y + dh*dd;\r\n float coordw2 = uv.x - dw*dd;\r\n float coordh2 = uv.y - dh*dd;\r\n \r\n float2 coord = float2(coordw , coordh);\r\n float2 coord2 = float2(coordw2, coordh2);\r\n \r\n int far = 0;\r\n temp = compareDepths(depth, readDepth(coo" + "szcode_global_partial_03" "rd,tex),far);\r\n //DEPTH EXTRAPOLATION:\r\n if (far > 0)\r\n {\r\n temp2 = compareDepths(readDepth(coord2,tex),depth,far);\r\n temp += (1.0-temp)*temp2;\r\n }\r\n \r\n return temp;\r\n}\n" + "szcode_body_num_strings" "2" + "szcode_body_partial_00" " float2 size = 1.0f / texelSize;\r\n\r\n float2 noise = rand(uv,size);\r\n float depthSample = tex2D(color_depth, uv ).a;\r\n float depth = readDepth(depthSample);\r\n depthSample = pow( (1.0f - depthSample), dist_exp );\r\n float d;\r\n \r\n float w = texelSize.x/clamp(depth,0.25,1.0)+(noise.x*(1.0-noise.x));\r\n float h = texelSize.y/clamp(depth,0.25,1.0)+(noise.y*(1.0-noise.y));\r\n \r\n float pw;\r\n float ph;\r\n \r\n float ao;\r\n float s;\r\n \r\n int ringsamples;\r\n\r\n#if (METHOD == 0)\r\n for (int i = 1; i <= rings; i++)\r\n {\r\n ringsamples = i * samples;\r\n for (int j = 0 ; j < ringsamples ; j += 1)\r\n {\r\n float step = PI*2.0 / float(ringsamples);\r\n pw = (cos(float(j)*step)*float(i));\r\n ph = (sin(float(j)*step)*float(i));\r\n ao += calAO( uv, depthSample, depth, pw*w, ph*h, color_depth );\r\n s += 1.0;\r\n }\r\n }\r\n ao /= s;\r\n ao = 1.0-ao;\r\n#else\r\n float dl = PI*(3.0-sqrt(5.0));\r\n float dz = 1.0/float(samples);\r\n float l = 0.0;\r\n float z = 1.0 - dz/2.0;\r\n\r" + "szcode_body_partial_01" "\n for (int i = 0; i <= samples; i ++)\r\n {\r\n float r = sqrt(1.0-z);\r\n\r\n pw = cos(l)*r;\r\n ph = sin(l)*r;\r\n ao += calAO(uv,depthSample,depth,pw*w,ph*h,color_depth);\r\n z = z - dz;\r\n l = l + dl;\r\n }\r\n\r\n ao /= float(samples);\r\n ao = 1.0-ao;\r\n#endif\r\n\r\n float3 color = tex2D(color_depth,uv).rgb;\r\n \r\n float3 lumcoeff = float3(0.299,0.587,0.114);\r\n float lum = dot(color.rgb, lumcoeff);\r\n float3 luminance = float3(lum, lum, lum);\r\n\r\n ao = pow( ao, lerp( aoBoost_far, aoBoost_close, depthSample ) );\r\n\r\n //lum = lerp(ao,1.0,luminance*lumInfluence);\r\n ao_out = lerp(ao,1.0,luminance*lumInfluence);\r\n\r\n if ( fadeout )\r\n {\r\n float fade = depth * zScaleLinearRev;\r\n ao_out = lerp( ao_out, 0.65, pow( fade, 3 ) );\r\n }\r\n\r\n //if(onlyAO)\r\n // ao = lum; //ambient occlusion only\r\n //else\r\n // col = color * lum;" + "iEnvFlags" "0" + } + } +} diff --git a/mp/game/momentum/shadereditorui/canvas/post_processing_shaders/ssao_combine.txt b/mp/game/momentum/shadereditorui/canvas/post_processing_shaders/ssao_combine.txt new file mode 100644 index 0000000000..8e32fa59ae --- /dev/null +++ b/mp/game/momentum/shadereditorui/canvas/post_processing_shaders/ssao_combine.txt @@ -0,0 +1,291 @@ +"canvas" +{ + "cfmt_version" "canvasver#003" + "flowgraph_type" "1" + "config" + { + "shadermodel" "1" + "cull_mode" "0" + "alpha_blending" "0" + "depth_test" "0" + "depth_write" "0" + "srgb_write" "0" + } + "Nodes" + { + "Node_000" + { + "iType" "1" + "pos_x" "-320.000000" + "pos_y" "190.000000" + "size_x" "55.000000" + "size_y" "-28.000000" + "iPreview" "0" + "enable_flex" "0" + "enable_normal" "0" + "enable_blendweights" "0" + "enable_tangentspace" "0" + "enable_tangentspace_skinning" "0" + "numTexcoords" "1" + "numColor" "0" + "dTFlag_Texcoords_0" "2" + "dTFlag_Texcoords_1" "2" + "dTFlag_Texcoords_2" "2" + "dTFlag_Color_0" "8" + "dTFlag_Color_1" "8" + } + "Node_001" + { + "iType" "2" + "pos_x" "265.000000" + "pos_y" "190.000000" + "size_x" "55.000000" + "size_y" "-28.000000" + "iPreview" "0" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "2" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "0" + "iTarget_jack" "1" + } + } + "numTexcoords" "1" + "numColor" "0" + "numTexcoord_Flag_0" "2" + "numTexcoord_Flag_1" "2" + "numTexcoord_Flag_2" "2" + "numTexcoord_Flag_3" "2" + "numTexcoord_Flag_4" "2" + "numTexcoord_Flag_5" "2" + "numTexcoord_Flag_6" "2" + "numTexcoord_Flag_7" "2" + "numColor_Flag_0" "8" + "numColor_Flag_1" "8" + } + "Node_002" + { + "iType" "27" + "pos_x" "-44.526688" + "pos_y" "206.208878" + "size_x" "80.000000" + "size_y" "-17.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "0" + "iTarget_jack" "0" + } + } + "swizzleString" "x y z 1" + } + "Node_003" + { + "iType" "29" + "szName" "Framebuffer" + "pos_x" "-160.933746" + "pos_y" "-77.726196" + "size_x" "122.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "4" + "iTarget_jack" "0" + } + } + "iSRGB" "0" + "iTextureType" "5" + "IsCubemap" "0" + "iLookupoverride" "0" + "szDemoTexturePath" "_rt_FullFrameFB" + "iFallbackMode" "0" + } + "Node_004" + { + "iType" "3" + "pos_x" "-379.810669" + "pos_y" "-127.009460" + "size_x" "55.000000" + "size_y" "-17.000000" + "iPreview" "0" + "numTexcoords" "1" + "numColor" "0" + "numTexcoord_Flag_0" "2" + "numTexcoord_Flag_1" "2" + "numTexcoord_Flag_2" "2" + "numTexcoord_Flag_3" "2" + "numTexcoord_Flag_4" "2" + "numTexcoord_Flag_5" "2" + "numTexcoord_Flag_6" "2" + "numTexcoord_Flag_7" "2" + "numColor_Flag_0" "8" + "numColor_Flag_1" "8" + } + "Node_005" + { + "iType" "4" + "pos_x" "413.917175" + "pos_y" "-372.455292" + "size_x" "55.000000" + "size_y" "-17.000000" + "iPreview" "0" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "6" + "iTarget_jack" "0" + } + } + "numColors" "1" + "enable_Depth" "0" + } + "Node_006" + { + "iType" "26" + "pos_x" "334.980042" + "pos_y" "-168.996613" + "size_x" "91.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "11" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "3" + "iTarget_jack" "5" + } + } + } + "Node_007" + { + "iType" "29" + "szName" "ssao" + "pos_x" "-312.903229" + "pos_y" "-255.193512" + "size_x" "122.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "4" + "iTarget_jack" "0" + } + } + "szParamname" "ssao_ref" + "iSRGB" "0" + "iTextureType" "0" + "IsCubemap" "0" + "iLookupoverride" "0" + "szDemoTexturePath" "white" + "szFallbackTexturePath" "white" + "iFallbackMode" "0" + } + "Node_008" + { + "iType" "5" + "pos_x" "-237.566864" + "pos_y" "-396.292816" + "size_x" "50.000000" + "size_y" "-50.000000" + "iPreview" "1" + "szConstantString" "2" + } + "Node_009" + { + "iType" "19" + "pos_x" "-108.813339" + "pos_y" "-262.461884" + "size_x" "91.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "7" + "iTarget_jack" "2" + } + "jackIn_01" + { + "iTarget_node" "8" + "iTarget_jack" "0" + } + } + "i_mat_rotation" "0" + } + "Node_010" + { + "iType" "19" + "pos_x" "56.939232" + "pos_y" "-107.739929" + "size_x" "91.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "3" + "iTarget_jack" "1" + } + "jackIn_01" + { + "iTarget_node" "9" + "iTarget_jack" "0" + } + } + "i_mat_rotation" "0" + } + "Node_011" + { + "iType" "19" + "pos_x" "193.619293" + "pos_y" "-115.752502" + "size_x" "91.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "10" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "12" + "iTarget_jack" "0" + } + } + "i_mat_rotation" "0" + } + "Node_012" + { + "iType" "5" + "pos_x" "75.800476" + "pos_y" "-255.146667" + "size_x" "50.000000" + "size_y" "-50.000000" + "iPreview" "1" + "szConstantString" "0.85" + } + } +} diff --git a/mp/game/momentum/shadereditorui/canvas/post_processing_shaders/ssao_fxaa.txt b/mp/game/momentum/shadereditorui/canvas/post_processing_shaders/ssao_fxaa.txt new file mode 100644 index 0000000000..abec4989ea --- /dev/null +++ b/mp/game/momentum/shadereditorui/canvas/post_processing_shaders/ssao_fxaa.txt @@ -0,0 +1,198 @@ +"canvas" +{ + "cfmt_version" "canvasver#003" + "flowgraph_type" "1" + "config" + { + "shadermodel" "1" + "cull_mode" "0" + "alpha_blending" "0" + "depth_test" "0" + "depth_write" "0" + "srgb_write" "0" + } + "Nodes" + { + "Node_000" + { + "iType" "1" + "pos_x" "-320.000000" + "pos_y" "190.000000" + "size_x" "55.000000" + "size_y" "-28.000000" + "iPreview" "0" + "enable_flex" "0" + "enable_normal" "0" + "enable_blendweights" "0" + "enable_tangentspace" "0" + "enable_tangentspace_skinning" "0" + "numTexcoords" "1" + "numColor" "0" + "dTFlag_Texcoords_0" "2" + "dTFlag_Texcoords_1" "2" + "dTFlag_Texcoords_2" "2" + "dTFlag_Color_0" "8" + "dTFlag_Color_1" "8" + } + "Node_001" + { + "iType" "2" + "pos_x" "265.000000" + "pos_y" "190.000000" + "size_x" "55.000000" + "size_y" "-28.000000" + "iPreview" "0" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "4" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "0" + "iTarget_jack" "1" + } + } + "numTexcoords" "1" + "numColor" "0" + "numTexcoord_Flag_0" "2" + "numTexcoord_Flag_1" "2" + "numTexcoord_Flag_2" "2" + "numTexcoord_Flag_3" "2" + "numTexcoord_Flag_4" "2" + "numTexcoord_Flag_5" "2" + "numTexcoord_Flag_6" "2" + "numTexcoord_Flag_7" "2" + "numColor_Flag_0" "8" + "numColor_Flag_1" "8" + } + "Node_002" + { + "iType" "3" + "pos_x" "-320.000000" + "pos_y" "-130.000000" + "size_x" "55.000000" + "size_y" "-17.000000" + "iPreview" "0" + "numTexcoords" "1" + "numColor" "0" + "numTexcoord_Flag_0" "2" + "numTexcoord_Flag_1" "2" + "numTexcoord_Flag_2" "2" + "numTexcoord_Flag_3" "2" + "numTexcoord_Flag_4" "2" + "numTexcoord_Flag_5" "2" + "numTexcoord_Flag_6" "2" + "numTexcoord_Flag_7" "2" + "numColor_Flag_0" "8" + "numColor_Flag_1" "8" + } + "Node_003" + { + "iType" "4" + "pos_x" "265.000000" + "pos_y" "-130.000000" + "size_x" "55.000000" + "size_y" "-17.000000" + "iPreview" "0" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "7" + "iTarget_jack" "0" + } + } + "numColors" "1" + "enable_Depth" "0" + } + "Node_004" + { + "iType" "27" + "pos_x" "-44.526688" + "pos_y" "206.208878" + "size_x" "80.000000" + "size_y" "-17.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "0" + "iTarget_jack" "0" + } + } + "swizzleString" "x y z 1" + } + "Node_005" + { + "iType" "65" + "pos_x" "-215.473480" + "pos_y" "-208.660767" + "size_x" "70.000000" + "size_y" "-50.000000" + "iPreview" "1" + "flSmartVal0" "2.000000" + } + "Node_006" + { + "iType" "94" + "pos_x" "-235.637070" + "pos_y" "-44.984234" + "size_x" "84.000000" + "size_y" "-50.000000" + "iPreview" "1" + "iTextureType" "1" + "IsCubemap" "0" + "szDemoTexturePath" "_rt_fullframefb" + "szFallbackTexturePath" "_rt_fullframefb" + "iFallbackMode" "4" + } + "Node_007" + { + "iType" "99" + "pos_x" "-7.115566" + "pos_y" "-108.856155" + "size_x" "133.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "6" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "2" + "iTarget_jack" "0" + } + "jackIn_02" + { + "iTarget_node" "5" + "iTarget_jack" "0" + } + } + "varName_In_0" "tex" + "varType_In_0" "128" + "varName_In_1" "uv" + "varType_In_1" "2" + "varName_In_2" "texelsize" + "varType_In_2" "2" + "varName_Out_0" "col" + "varType_Out_0" "8" + "szFunctionName" "DoFXAA" + "szFilePath" "shadereditorui\user_functions\call_fxaa.ufunc" + "iInline" "1" + "szcode_global_num_strings" "1" + "szcode_global_partial_00" "#define FXAA_PC 1\r\n#define FXAA_HLSL_3 1\r\n#define FXAA_GREEN_AS_LUMA 1\r\n#define FXAA_DISCARD 1\r\n#define FXAA_QUALITY__PRESET 10\r\n\r\n#include \'fxaa3_11.h\'\n" + "szcode_body_num_strings" "2" + "szcode_body_partial_00" " col = FxaaPixelShader( uv,\r\n (float4)0,\r\n tex,\r\n tex,\r\n tex,\r\n texelsize,\r\n (float4)0,\r\n (float4)0,\r\n (float4)0,\r\n // fxaaQualitySubpix\r\n // This used to be the FXAA_QUALITY__SUBPIX define.\r\n // It is here now to allow easier tuning.\r\n // Choose the amount of sub-pixel aliasing removal.\r\n // This can effect sharpness.\r\n // 1.00 - upper limit (softer)\r\n // 0.75 - default amount of filtering\r\n // 0.50 - lower limit (sharper, less sub-pixel aliasing removal)\r\n // 0.25 - almost off\r\n // 0.00 - completely off\r\n 0.5,\r\n // This used to be the FXAA_QUALITY__EDGE_THRESHOLD define.\r\n // It is here now to allow easier tuning.\r\n // The minimum amount of local contrast required to apply algorithm.\r\n // 0.333 - too little (faster)\r\n // 0.250 - low quality\r\n // 0.166 - default\r\n // 0.125 - high quality \r\n // 0.063 - overkill (slower)\r\n // fxaaQualityEdgeThreshold\r\n 0.2,\r\n // This used to be the" + "szcode_body_partial_01" " FXAA_QUALITY__EDGE_THRESHOLD_MIN define.\r\n // It is here now to allow easier tuning.\r\n // Trims the algorithm from processing darks.\r\n // 0.0833 - upper limit (default, the start of visible unfiltered edges)\r\n // 0.0625 - high quality (faster)\r\n // 0.0312 - visible limit (slower)\r\n // Special notes when using FXAA_GREEN_AS_LUMA,\r\n // Likely want to set this to zero.\r\n // As colors that are mostly not-green\r\n // will appear very dark in the green channel!\r\n // Tune by looking at mostly non-green content,\r\n // then start at zero and increase until aliasing is a problem.\r\n 0.0833,\r\n 0, 0, 0, (float4)0 );" + "iEnvFlags" "0" + } + } +} diff --git a/mp/game/momentum/shadereditorui/canvas/post_processing_shaders/sunrays_calc.txt b/mp/game/momentum/shadereditorui/canvas/post_processing_shaders/sunrays_calc.txt new file mode 100644 index 0000000000..c51dc00499 --- /dev/null +++ b/mp/game/momentum/shadereditorui/canvas/post_processing_shaders/sunrays_calc.txt @@ -0,0 +1,690 @@ +"canvas" +{ + "cfmt_version" "canvasver#003" + "flowgraph_type" "1" + "config" + { + "shadermodel" "1" + "cull_mode" "0" + "alpha_blending" "0" + "depth_test" "1" + "depth_write" "1" + "srgb_write" "0" + } + "Nodes" + { + "Node_000" + { + "iType" "1" + "pos_x" "-369.133759" + "pos_y" "413.831604" + "size_x" "55.000000" + "size_y" "-28.000000" + "iPreview" "0" + "enable_flex" "0" + "enable_normal" "0" + "enable_normal_compression" "0" + "enable_blendweights" "0" + "enable_tangentspace" "0" + "enable_tangentspace_skinning" "0" + "numTexcoords" "1" + "numColor" "0" + "dTFlag_Texcoords_0" "2" + "dTFlag_Texcoords_1" "2" + "dTFlag_Texcoords_2" "2" + "dTFlag_Color_0" "8" + "dTFlag_Color_1" "8" + } + "Node_001" + { + "iType" "27" + "pos_x" "-97.007080" + "pos_y" "438.414795" + "size_x" "80.000000" + "size_y" "-17.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "0" + "iTarget_jack" "0" + } + } + "swizzleString" "x y z 1" + } + "Node_002" + { + "iType" "19" + "pos_x" "-615.955444" + "pos_y" "119.945175" + "size_x" "91.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "14" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "33" + "iTarget_jack" "0" + } + } + "i_mat_rotation" "0" + } + "Node_003" + { + "iType" "29" + "pos_x" "-594.301880" + "pos_y" "-364.289246" + "size_x" "122.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "23" + "iTarget_jack" "0" + } + } + "szParamname" "skymask" + "iSRGB" "0" + "iTextureType" "0" + "IsCubemap" "0" + "iLookupoverride" "0" + "szDemoTexturePath" "_rt_SEdit_Skymask" + "szFallbackTexturePath" "_rt_SEdit_Skymask" + "iFallbackMode" "4" + } + "Node_004" + { + "iType" "32" + "pos_x" "-29.150803" + "pos_y" "85.170311" + "size_x" "50.000000" + "size_y" "-50.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "27" + "iTarget_jack" "0" + } + } + } + "Node_005" + { + "iType" "32" + "pos_x" "-294.139954" + "pos_y" "59.593613" + "size_x" "50.000000" + "size_y" "-50.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "26" + "iTarget_jack" "0" + } + } + } + "Node_006" + { + "iType" "17" + "pos_x" "6.081223" + "pos_y" "-174.885757" + "size_x" "91.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "4" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "22" + "iTarget_jack" "0" + } + } + } + "Node_007" + { + "iType" "19" + "pos_x" "-365.196777" + "pos_y" "-357.511566" + "size_x" "91.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "3" + "iTarget_jack" "1" + } + "jackIn_01" + { + "iTarget_node" "3" + "iTarget_jack" "5" + } + } + "i_mat_rotation" "0" + } + "Node_008" + { + "iType" "19" + "pos_x" "-219.009598" + "pos_y" "-129.055420" + "size_x" "91.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "5" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "32" + "iTarget_jack" "0" + } + } + "i_mat_rotation" "0" + } + "Node_009" + { + "iType" "77" + "pos_x" "-1579.997070" + "pos_y" "17.428398" + "size_x" "87.000000" + "size_y" "-50.000000" + "iPreview" "1" + "sz_callbackname" "sun_data" + "i_numc" "4" + } + "Node_010" + { + "iType" "27" + "pos_x" "-1398.426025" + "pos_y" "27.421875" + "size_x" "107.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "9" + "iTarget_jack" "0" + } + } + "swizzleString" "xy" + } + "Node_011" + { + "iType" "24" + "pos_x" "-1250.151611" + "pos_y" "-120.341331" + "size_x" "93.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "12" + "iTarget_jack" "0" + } + } + } + "Node_012" + { + "iType" "18" + "pos_x" "-1231.405273" + "pos_y" "32.186623" + "size_x" "91.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "24" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "10" + "iTarget_jack" "0" + } + } + } + "Node_013" + { + "iType" "20" + "pos_x" "-1021.170715" + "pos_y" "29.846634" + "size_x" "91.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "12" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "11" + "iTarget_jack" "0" + } + } + } + "Node_014" + { + "iType" "19" + "pos_x" "-858.426941" + "pos_y" "29.865776" + "size_x" "91.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "13" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "16" + "iTarget_jack" "0" + } + } + "i_mat_rotation" "0" + } + "Node_015" + { + "iType" "5" + "pos_x" "-1146.366211" + "pos_y" "-245.801086" + "size_x" "50.000000" + "size_y" "-50.000000" + "iPreview" "1" + "szConstantString" "0" + } + "Node_016" + { + "iType" "34" + "pos_x" "-1030.961792" + "pos_y" "-119.189270" + "size_x" "104.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "15" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "17" + "iTarget_jack" "0" + } + "jackIn_02" + { + "iTarget_node" "11" + "iTarget_jack" "0" + } + } + } + "Node_017" + { + "iType" "5" + "pos_x" "-1013.829529" + "pos_y" "-257.518433" + "size_x" "50.000000" + "size_y" "-50.000000" + "iPreview" "1" + "szConstantString" "0.7" + } + "Node_018" + { + "iType" "60" + "pos_x" "-966.421631" + "pos_y" "-763.218994" + "size_x" "93.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "19" + "iTarget_jack" "0" + } + } + } + "Node_019" + { + "iType" "27" + "pos_x" "-1171.092407" + "pos_y" "-758.590881" + "size_x" "103.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "9" + "iTarget_jack" "0" + } + } + "swizzleString" "z" + } + "Node_020" + { + "iType" "32" + "pos_x" "-658.067200" + "pos_y" "-88.285919" + "size_x" "50.000000" + "size_y" "-50.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "2" + "iTarget_jack" "0" + } + } + } + "Node_021" + { + "iType" "32" + "pos_x" "-1044.753418" + "pos_y" "-388.183014" + "size_x" "50.000000" + "size_y" "-50.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "24" + "iTarget_jack" "0" + } + } + } + "Node_022" + { + "iType" "19" + "pos_x" "-156.000977" + "pos_y" "-344.667419" + "size_x" "91.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "7" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "8" + "iTarget_jack" "0" + } + } + "i_mat_rotation" "0" + } + "Node_023" + { + "iType" "18" + "pos_x" "-543.765747" + "pos_y" "-172.061813" + "size_x" "91.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "21" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "20" + "iTarget_jack" "0" + } + } + } + "Node_024" + { + "iType" "3" + "pos_x" "-1774.872437" + "pos_y" "-427.163544" + "size_x" "55.000000" + "size_y" "-17.000000" + "iPreview" "0" + "numTexcoords" "1" + "numColor" "0" + "numTexcoord_Flag_0" "2" + "numTexcoord_Name_0" "UV" + "numTexcoord_Flag_1" "1" + "numTexcoord_Name_1" "noisescale" + "numTexcoord_Flag_2" "1" + "numTexcoord_Flag_3" "1" + "numTexcoord_Flag_4" "1" + "numTexcoord_Flag_5" "1" + "numTexcoord_Flag_6" "1" + "numTexcoord_Flag_7" "1" + "numColor_Flag_0" "8" + "numColor_Flag_1" "8" + } + "Node_025" + { + "iType" "2" + "pos_x" "215.866226" + "pos_y" "413.831604" + "size_x" "55.000000" + "size_y" "-28.000000" + "iPreview" "0" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "1" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "0" + "iTarget_jack" "1" + } + } + "numTexcoords" "1" + "numColor" "0" + "numTexcoord_Flag_0" "2" + "numTexcoord_Name_0" "UV" + "numTexcoord_Flag_1" "1" + "numTexcoord_Name_1" "noisescale" + "numTexcoord_Flag_2" "1" + "numTexcoord_Flag_3" "1" + "numTexcoord_Flag_4" "1" + "numTexcoord_Flag_5" "1" + "numTexcoord_Flag_6" "1" + "numTexcoord_Flag_7" "1" + "numColor_Flag_0" "8" + "numColor_Flag_1" "8" + } + "Node_026" + { + "iType" "5" + "pos_x" "-386.296631" + "pos_y" "61.181686" + "size_x" "50.000000" + "size_y" "-50.000000" + "iPreview" "1" + "szConstantString" "1" + } + "Node_027" + { + "iType" "5" + "pos_x" "-103.737068" + "pos_y" "88.013390" + "size_x" "50.000000" + "size_y" "-50.000000" + "iPreview" "1" + "szConstantString" "0 0 0" + } + "Node_028" + { + "iType" "4" + "pos_x" "164.190826" + "pos_y" "-850.315674" + "size_x" "55.000000" + "size_y" "-17.000000" + "iPreview" "0" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "29" + "iTarget_jack" "0" + } + } + "numColors" "1" + "enable_Depth" "0" + } + "Node_029" + { + "iType" "27" + "pos_x" "-8.718872" + "pos_y" "-847.757568" + "size_x" "123.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "35" + "iTarget_jack" "0" + } + } + "swizzleString" "r g b 1" + } + "Node_030" + { + "iType" "30" + "pos_x" "-809.897095" + "pos_y" "-277.381805" + "size_x" "50.000000" + "size_y" "-30.000000" + "iPreview" "0" + "container_extents_x" "264.560059" + "container_extents_y" "916.935791" + "container_extents_z" "-264.560059" + "loop_condition" "0" + "loop_value_min" "0" + "loop_value_max" "35" + } + "Node_031" + { + "iType" "5" + "pos_x" "-450.963867" + "pos_y" "-657.008728" + "size_x" "50.000000" + "size_y" "-50.000000" + "iPreview" "1" + "szConstantString" "0.06" + } + "Node_032" + { + "iType" "5" + "szName" "decay" + "pos_x" "-332.019897" + "pos_y" "-73.928772" + "size_x" "50.000000" + "size_y" "-50.000000" + "iPreview" "1" + "szConstantString" "0.95" + } + "Node_033" + { + "iType" "5" + "szName" "sample delta" + 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b/mp/game/momentum/shadereditorui/canvas/postproc_depthglow.txt @@ -0,0 +1,597 @@ +"canvas" +{ + "cfmt_version" "canvasver#003" + "flowgraph_type" "1" + "config" + { + "shadermodel" "1" + "cull_mode" "0" + "alpha_blending" "0" + "depth_test" "0" + "depth_write" "0" + "srgb_write" "0" + } + "Nodes" + { + "Node_000" + { + "iType" "2" + "pos_x" "265.000000" + "pos_y" "190.000000" + "size_x" "55.000000" + "size_y" "-28.000000" + "iPreview" "0" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "1" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "2" + "iTarget_jack" "1" + } + } + "numTexcoords" "1" + "numColor" "0" + "numTexcoord_Flag_0" "2" + "numTexcoord_Flag_1" "2" + "numTexcoord_Flag_2" "2" + "numTexcoord_Flag_3" "2" + "numTexcoord_Flag_4" "2" + "numTexcoord_Flag_5" "2" + "numTexcoord_Flag_6" "2" + "numTexcoord_Flag_7" "2" + "numColor_Flag_0" "8" + "numColor_Flag_1" "8" + } + "Node_001" + { + "iType" "27" + "pos_x" "-44.526688" + "pos_y" "206.208878" + "size_x" "80.000000" + 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+ "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "0" + "iTarget_jack" "0" + } + } + "swizzleString" "x y z 1" + } + "Node_005" + { + "iType" "94" + "pos_x" "-195.867752" + "pos_y" "-32.425503" + "size_x" "84.000000" + "size_y" "-50.000000" + "iPreview" "1" + "iTextureType" "5" + "IsCubemap" "0" + "szDemoTexturePath" "_rt_FullFrameFB" + "szFallbackTexturePath" "white" + "iFallbackMode" "0" + } + "Node_006" + { + "iType" "65" + "pos_x" "-220.706284" + "pos_y" "-191.915787" + "size_x" "70.000000" + "size_y" "-50.000000" + "iPreview" "1" + "flSmartVal0" "1.000000" + } + "Node_007" + { + "iType" "99" + "pos_x" "-7.115566" + "pos_y" "-108.856155" + "size_x" "133.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "5" + "iTarget_jack" "0" + } + "jackIn_01" + { + "iTarget_node" "2" + "iTarget_jack" "0" + } + "jackIn_02" + { + "iTarget_node" "6" + "iTarget_jack" "0" + } + } + "varName_In_0" "tex" + "varType_In_0" "128" + "varName_In_1" "uv" + "varType_In_1" "2" + "varName_In_2" "texelsize" + "varType_In_2" "2" + "varName_Out_0" "col" + "varType_Out_0" "8" + "szFunctionName" "DoFXAA" + "szFilePath" "shadereditorui\user_functions\call_fxaa.ufunc" + "iInline" "0" + "szcode_global_num_strings" "1" + "szcode_global_partial_00" "#define FXAA_PC 1\r\n#define FXAA_HLSL_3 1\r\n#define FXAA_GREEN_AS_LUMA 1\r\n#define FXAA_DISCARD 1\r\n#define FXAA_QUALITY__PRESET 12\r\n\r\n#include \'fxaa3_11.h\'\n" + "szcode_body_num_strings" "2" + "szcode_body_partial_00" " col = FxaaPixelShader( uv,\r\n (float4)0,\r\n tex,\r\n tex,\r\n tex,\r\n texelsize,\r\n (float4)0,\r\n (float4)0,\r\n (float4)0,\r\n // fxaaQualitySubpix\r\n // This used to be the FXAA_QUALITY__SUBPIX define.\r\n // It is here now to allow easier tuning.\r\n // Choose the amount of sub-pixel aliasing removal.\r\n // This can effect sharpness.\r\n // 1.00 - upper limit (softer)\r\n // 0.75 - default amount of filtering\r\n // 0.50 - lower limit (sharper, less sub-pixel aliasing removal)\r\n // 0.25 - almost off\r\n // 0.00 - completely off\r\n 0.5,\r\n // This used to be the FXAA_QUALITY__EDGE_THRESHOLD define.\r\n // It is here now to allow easier tuning.\r\n // The minimum amount of local contrast required to apply algorithm.\r\n // 0.333 - too little (faster)\r\n // 0.250 - low quality\r\n // 0.166 - default\r\n // 0.125 - high quality \r\n // 0.063 - overkill (slower)\r\n // fxaaQualityEdgeThreshold\r\n 0.2,\r\n // This used to be the" + "szcode_body_partial_01" " FXAA_QUALITY__EDGE_THRESHOLD_MIN define.\r\n // It is here now to allow easier tuning.\r\n // Trims the algorithm from processing darks.\r\n // 0.0833 - upper limit (default, the start of visible unfiltered edges)\r\n // 0.0625 - high quality (faster)\r\n // 0.0312 - visible limit (slower)\r\n // Special notes when using FXAA_GREEN_AS_LUMA,\r\n // Likely want to set this to zero.\r\n // As colors that are mostly not-green\r\n // will appear very dark in the green channel!\r\n // Tune by looking at mostly non-green content,\r\n // then start at zero and increase until aliasing is a problem.\r\n 0.0833,\r\n 0, 0, 0, (float4)0 );" + "iEnvFlags" "0" + } + } +} diff --git a/mp/game/momentum/shadereditorui/canvas/postproc_nightvision.txt b/mp/game/momentum/shadereditorui/canvas/postproc_nightvision.txt new file mode 100644 index 0000000000..37bd775488 --- /dev/null +++ b/mp/game/momentum/shadereditorui/canvas/postproc_nightvision.txt @@ -0,0 +1,1877 @@ +"canvas" +{ + "cfmt_version" "canvasver#002" + "config" + { + "shadermodel" "1" + "cull_mode" "0" + "alpha_blending" "0" + "depth_test" "0" + "depth_write" "0" + "srgb_write" "0" + } + "Nodes" + { + "Node_000" + { + "iType" "53" + "pos_x" "463.674652" + "pos_y" "-210.488373" + "size_x" "93.000000" + "size_y" "-80.000000" + "iPreview" "1" + "bridges" + { + "jackIn_00" + { + "iTarget_node" "16" + "iTarget_jack" "0" + } + } + } + "Node_001" + { + "iType" "19" + "pos_x" "601.121765" + "pos_y" 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b/mp/game/momentum/shadereditorui/dumps/detail_prop_shader.dump @@ -0,0 +1,209 @@ +"detail_prop_shader" +{ + "vs_name" "detail_prop_shader_vs30" + "ps_name" "detail_prop_shader_ps30" + "shader_filename" "shadereditorui\canvas\detail_prop_shader.txt" + "dump_version" "dumpver#001" + "i_sm" "1" + "i_cull" "2" + "i_ablend" "0" + "fl_atestref" "0.500000" + "i_dtest" "1" + "i_dwrite" "1" + "i_srgbw" "0" + "i_vfmt_flags" "28573959" + "i_vfmt_texcoords" "3" + "i_vfmt_udata" "0" + "i_vfmt_texcoordDim_0" "2" + "i_vfmt_texcoordDim_1" "3" + "i_vfmt_texcoordDim_2" "3" + "i_vlit" "0" + "i_vrefract" "0" + "identifiers_VS" + { + "combo_0" + { + "sz_name" "FLASHLIGHT" + "i_static" "1" + "i_min" "0" + "i_max" "1" + "i_type" "9" + } + "econst_0" + { + "i_envconstidx" "16" + "i_normregister" "0" + "i_econstsize" "1" + "i_smartcomps" "2" + "sz_smartname" "Mutable_01" + "fl_smartdefault_00" "1.000000" + "fl_smartdefault_01" "0.000000" + "fl_smartdefault_02" "0.000000" + "fl_smartdefault_03" "0.000000" + } 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"0" + "i_max" "2" + "i_type" "10" + } + "combo_2" + { + "sz_name" "FLASHLIGHTSHADOWS" + "i_static" "0" + "i_min" "0" + "i_max" "1" + "i_type" "11" + } + "combo_3" + { + "sz_name" "PIXELFOGTYPE" + "i_static" "0" + "i_min" "0" + "i_max" "1" + "i_type" "7" + } + "combo_4" + { + "sz_name" "WRITEWATERFOGTODESTALPHA" + "i_static" "0" + "i_min" "0" + "i_max" "1" + "i_type" "8" + } + "econst_0" + { + "i_envconstidx" "15" + "i_normregister" "0" + "i_econstsize" "1" + "i_smartcomps" "2" + "sz_smartname" "grass_spec_color" + "fl_smartdefault_00" "0.905750" + "fl_smartdefault_01" "1.000000" + "fl_smartdefault_02" "0.675000" + "fl_smartdefault_03" "0.000000" + } + "econst_1" + { + "i_envconstidx" "2" + "i_normregister" "1" + "i_econstsize" "1" + "i_smartcomps" "1" + "fl_smartdefault_00" "0.000000" + "fl_smartdefault_01" "0.000000" + "fl_smartdefault_02" "0.000000" + "fl_smartdefault_03" "0.000000" + } + "econst_2" + { + "i_envconstidx" "7" + "i_normregister" "2" + "i_econstsize" "1" + "i_smartcomps" "1" + "fl_smartdefault_00" "0.000000" + "fl_smartdefault_01" "0.000000" + "fl_smartdefault_02" "0.000000" + "fl_smartdefault_03" "0.000000" + } + "econst_3" + { + "i_envconstidx" "1" + "i_normregister" "3" + "i_econstsize" "1" + "i_smartcomps" "1" + "fl_smartdefault_00" "0.000000" + "fl_smartdefault_01" "0.000000" + "fl_smartdefault_02" "0.000000" + "fl_smartdefault_03" "0.000000" + } + "econst_4" + { + "i_envconstidx" "12" + "i_normregister" "0" + "i_econstsize" "1" + "i_smartcomps" "3" + "fl_smartdefault_00" "0.000000" + "fl_smartdefault_01" "0.000000" + "fl_smartdefault_02" "0.000000" + "fl_smartdefault_03" "0.000000" + } + "texsamp_0" + { + "sz_fallback" "detail\grass_sprites" + "i_sampidx" "0" + "i_texmode" "1" + "i_cubemap" "0" + "i_srgb" "0" + } + "texsamp_1" + { + "i_sampidx" "1" + "i_texmode" "10" + "i_cubemap" "0" + "i_srgb" "1" + } + "texsamp_2" + { + "i_sampidx" "2" + "i_texmode" "11" + "i_cubemap" "0" + "i_srgb" "0" + } + "texsamp_3" + { + "i_sampidx" "3" + "i_texmode" "12" + "i_cubemap" "0" + "i_srgb" "0" + } + "i_numdcombos" "24" + } +} diff --git a/mp/game/momentum/shadereditorui/dumps/downsample_4.dump b/mp/game/momentum/shadereditorui/dumps/downsample_4.dump new file mode 100644 index 0000000000..e15ef38f42 --- /dev/null +++ b/mp/game/momentum/shadereditorui/dumps/downsample_4.dump @@ -0,0 +1,49 @@ +"downsample_4" +{ + "vs_name" "downsample_4_vs30" + "ps_name" "downsample_4_ps30" + "shader_filename" "shadereditorui\canvas\post_processing_shaders\downsample_4.txt" + "dump_version" "dumpver#001" + "i_sm" "1" + "i_cull" "0" + "i_ablend" "0" + "fl_atestref" "0.500000" + "i_dtest" "0" + "i_dwrite" "0" + "i_srgbw" "0" + "i_vfmt_flags" "262401" + "i_vfmt_texcoords" "1" + "i_vfmt_udata" "0" + "i_vfmt_texcoordDim_0" "2" + "i_vfmt_texcoordDim_1" "2" + "i_vfmt_texcoordDim_2" "2" + "i_vlit" "0" + "i_vrefract" "0" + "identifiers_VS" + { + "i_numdcombos" "1" + } + "identifiers_PS" + { + "econst_0" + { + "i_envconstidx" "6" + "i_normregister" "0" + "i_econstsize" "1" + "i_smartcomps" "1" + "fl_smartdefault_00" "0.000000" + "fl_smartdefault_01" "0.000000" + "fl_smartdefault_02" "0.000000" + "fl_smartdefault_03" "0.000000" + } + "texsamp_0" + { + "sz_fallback" "_rt_FullFrameFB" + "i_sampidx" "0" + "i_texmode" "1" + "i_cubemap" "0" + "i_srgb" "0" + } + "i_numdcombos" "1" + } +} diff --git a/mp/game/momentum/shadereditorui/dumps/gauss_blur_5_x.dump b/mp/game/momentum/shadereditorui/dumps/gauss_blur_5_x.dump new file mode 100644 index 0000000000..b5f89a7bb5 --- /dev/null +++ b/mp/game/momentum/shadereditorui/dumps/gauss_blur_5_x.dump @@ -0,0 +1,49 @@ +"gauss_blur_5_x" +{ + "vs_name" "gauss_blur_5_x_vs30" + "ps_name" "gauss_blur_5_x_ps30" + "shader_filename" "shadereditorui\canvas\post_processing_shaders\gauss_blur_5_x.txt" + "dump_version" "dumpver#001" + "i_sm" "1" + "i_cull" "0" + "i_ablend" "0" + "fl_atestref" "0.500000" + "i_dtest" "0" + "i_dwrite" "0" + "i_srgbw" "0" + "i_vfmt_flags" "262401" + "i_vfmt_texcoords" "1" + "i_vfmt_udata" "0" + "i_vfmt_texcoordDim_0" "2" + "i_vfmt_texcoordDim_1" "2" + "i_vfmt_texcoordDim_2" "2" + "i_vlit" "0" + "i_vrefract" "0" + "identifiers_VS" + { + "i_numdcombos" "1" + } + "identifiers_PS" + { + "econst_0" + { + "i_envconstidx" "6" + "i_normregister" "0" + "i_econstsize" "1" + "i_smartcomps" "1" + "fl_smartdefault_00" "4.000000" + "fl_smartdefault_01" "0.000000" + "fl_smartdefault_02" "0.000000" + "fl_smartdefault_03" "0.000000" + } + "texsamp_0" + { + "sz_fallback" "_rt_fullframefb" + "i_sampidx" "0" + "i_texmode" "1" + "i_cubemap" "0" + "i_srgb" "0" + } + "i_numdcombos" "1" + } +} diff --git a/mp/game/momentum/shadereditorui/dumps/gauss_blur_5_y.dump b/mp/game/momentum/shadereditorui/dumps/gauss_blur_5_y.dump new file mode 100644 index 0000000000..d57cec0d32 --- /dev/null +++ b/mp/game/momentum/shadereditorui/dumps/gauss_blur_5_y.dump @@ -0,0 +1,49 @@ +"gauss_blur_5_y" +{ + "vs_name" "gauss_blur_5_y_vs30" + "ps_name" "gauss_blur_5_y_ps30" + "shader_filename" "shadereditorui\canvas\post_processing_shaders\gauss_blur_5_y.txt" + "dump_version" "dumpver#001" + "i_sm" "1" + "i_cull" "0" + "i_ablend" "0" + "fl_atestref" "0.500000" + "i_dtest" "0" + "i_dwrite" "0" + "i_srgbw" "0" + "i_vfmt_flags" "262401" + "i_vfmt_texcoords" "1" + "i_vfmt_udata" "0" + "i_vfmt_texcoordDim_0" "2" + "i_vfmt_texcoordDim_1" "2" + "i_vfmt_texcoordDim_2" "2" + "i_vlit" "0" + "i_vrefract" "0" + "identifiers_VS" + { + "i_numdcombos" "1" + } + "identifiers_PS" + { + "econst_0" + { + "i_envconstidx" "6" + "i_normregister" "0" + "i_econstsize" "1" + "i_smartcomps" "1" + "fl_smartdefault_00" "4.000000" + "fl_smartdefault_01" "0.000000" + "fl_smartdefault_02" "0.000000" + "fl_smartdefault_03" "0.000000" + } + "texsamp_0" + { + "sz_fallback" "_rt_fullframefb" + "i_sampidx" "0" + "i_texmode" "1" + "i_cubemap" "0" + "i_srgb" "0" + } + "i_numdcombos" "1" + } +} diff --git a/mp/game/momentum/shadereditorui/dumps/gauss_blur_7_half_aceil_x.dump b/mp/game/momentum/shadereditorui/dumps/gauss_blur_7_half_aceil_x.dump new file mode 100644 index 0000000000..b240a393e5 --- /dev/null +++ b/mp/game/momentum/shadereditorui/dumps/gauss_blur_7_half_aceil_x.dump @@ -0,0 +1,49 @@ +"gauss_blur_7_half_aceil_x" +{ + "vs_name" "gauss_blur_7_half_aceil_x_vs30" + "ps_name" "gauss_blur_7_half_aceil_x_ps30" + "shader_filename" "shadereditorui\canvas\post_processing_shaders\gauss_blur_7_half_aceil_x.txt" + "dump_version" "dumpver#001" + "i_sm" "1" + "i_cull" "0" + "i_ablend" "0" + "fl_atestref" "0.500000" + "i_dtest" "0" + "i_dwrite" "0" + "i_srgbw" "0" + "i_vfmt_flags" "262401" + "i_vfmt_texcoords" "1" + "i_vfmt_udata" "0" + "i_vfmt_texcoordDim_0" "2" + "i_vfmt_texcoordDim_1" "2" + "i_vfmt_texcoordDim_2" "2" + "i_vlit" "0" + "i_vrefract" "0" + "identifiers_VS" + { + "i_numdcombos" "1" + } + "identifiers_PS" + { + "econst_0" + { + "i_envconstidx" "6" + "i_normregister" "0" + "i_econstsize" "1" + "i_smartcomps" "1" + "fl_smartdefault_00" "2.000000" + "fl_smartdefault_01" "0.000000" + "fl_smartdefault_02" "0.000000" + "fl_smartdefault_03" "0.000000" + } + "texsamp_0" + { + "sz_fallback" "_rt_fullframefb" + "i_sampidx" "0" + "i_texmode" "1" + "i_cubemap" "0" + "i_srgb" "0" + } + "i_numdcombos" "1" + } +} diff --git a/mp/game/momentum/shadereditorui/dumps/gauss_blur_7_half_aceil_y.dump b/mp/game/momentum/shadereditorui/dumps/gauss_blur_7_half_aceil_y.dump new file mode 100644 index 0000000000..baab0a83bf --- /dev/null +++ b/mp/game/momentum/shadereditorui/dumps/gauss_blur_7_half_aceil_y.dump @@ -0,0 +1,49 @@ +"gauss_blur_7_half_aceil_y" +{ + "vs_name" "gauss_blur_7_half_aceil_y_vs30" + "ps_name" "gauss_blur_7_half_aceil_y_ps30" + "shader_filename" "shadereditorui\canvas\post_processing_shaders\gauss_blur_7_half_aceil_y.txt" + "dump_version" "dumpver#001" + "i_sm" "1" + "i_cull" "0" + "i_ablend" "0" + "fl_atestref" "0.500000" + "i_dtest" "0" + "i_dwrite" "0" + "i_srgbw" "0" + "i_vfmt_flags" "262401" + "i_vfmt_texcoords" "1" + "i_vfmt_udata" "0" + "i_vfmt_texcoordDim_0" "2" + "i_vfmt_texcoordDim_1" "2" + "i_vfmt_texcoordDim_2" "2" + "i_vlit" "0" + "i_vrefract" "0" + "identifiers_VS" + { + "i_numdcombos" "1" + } + "identifiers_PS" + { + "econst_0" + { + "i_envconstidx" "6" + "i_normregister" "0" + "i_econstsize" "1" + "i_smartcomps" "1" + "fl_smartdefault_00" "2.000000" + "fl_smartdefault_01" "0.000000" + "fl_smartdefault_02" "0.000000" + "fl_smartdefault_03" "0.000000" + } + "texsamp_0" + { + "sz_fallback" "_rt_fullframefb" + "i_sampidx" "0" + "i_texmode" "1" + "i_cubemap" "0" + "i_srgb" "0" + } + "i_numdcombos" "1" + } +} diff --git a/mp/game/momentum/shadereditorui/dumps/gauss_blur_half_3_x.dump b/mp/game/momentum/shadereditorui/dumps/gauss_blur_half_3_x.dump new file mode 100644 index 0000000000..cae7d93a37 --- /dev/null +++ b/mp/game/momentum/shadereditorui/dumps/gauss_blur_half_3_x.dump @@ -0,0 +1,49 @@ +"gauss_blur_half_3_x" +{ + "vs_name" "gauss_blur_half_3_x_vs30" + "ps_name" "gauss_blur_half_3_x_ps30" + "shader_filename" "shadereditorui\canvas\post_processing_shaders\gauss_blur_half_3_x.txt" + "dump_version" "dumpver#001" + "i_sm" "1" + "i_cull" "0" + "i_ablend" "0" + "fl_atestref" "0.500000" + "i_dtest" "0" + "i_dwrite" "0" + "i_srgbw" "0" + "i_vfmt_flags" "262401" + "i_vfmt_texcoords" "1" + "i_vfmt_udata" "0" + "i_vfmt_texcoordDim_0" "2" + "i_vfmt_texcoordDim_1" "2" + "i_vfmt_texcoordDim_2" "2" + "i_vlit" "0" + "i_vrefract" "0" + "identifiers_VS" + { + "i_numdcombos" "1" + } + "identifiers_PS" + { + "econst_0" + { + "i_envconstidx" "6" + "i_normregister" "0" + "i_econstsize" "1" + "i_smartcomps" "1" + "fl_smartdefault_00" "2.000000" + "fl_smartdefault_01" "0.000000" + "fl_smartdefault_02" "0.000000" + "fl_smartdefault_03" "0.000000" + } + "texsamp_0" + { + "sz_fallback" "_rt_fullframefb" + "i_sampidx" "0" + "i_texmode" "1" + "i_cubemap" "0" + "i_srgb" "0" + } + "i_numdcombos" "1" + } +} diff --git a/mp/game/momentum/shadereditorui/dumps/gauss_blur_half_3_y.dump b/mp/game/momentum/shadereditorui/dumps/gauss_blur_half_3_y.dump new file mode 100644 index 0000000000..2a65461438 --- /dev/null +++ b/mp/game/momentum/shadereditorui/dumps/gauss_blur_half_3_y.dump @@ -0,0 +1,49 @@ +"gauss_blur_half_3_y" +{ + "vs_name" "gauss_blur_half_3_y_vs30" + "ps_name" "gauss_blur_half_3_y_ps30" + "shader_filename" "shadereditorui\canvas\post_processing_shaders\gauss_blur_half_3_y.txt" + "dump_version" "dumpver#001" + "i_sm" "1" + "i_cull" "0" + "i_ablend" "0" + "fl_atestref" "0.500000" + "i_dtest" "0" + "i_dwrite" "0" + "i_srgbw" "0" + "i_vfmt_flags" "262401" + "i_vfmt_texcoords" "1" + "i_vfmt_udata" "0" + "i_vfmt_texcoordDim_0" "2" + "i_vfmt_texcoordDim_1" "2" + "i_vfmt_texcoordDim_2" "2" + "i_vlit" "0" + "i_vrefract" "0" + "identifiers_VS" + { + "i_numdcombos" "1" + } + "identifiers_PS" + { + "econst_0" + { + "i_envconstidx" "6" + "i_normregister" "0" + "i_econstsize" "1" + "i_smartcomps" "1" + "fl_smartdefault_00" "2.000000" + "fl_smartdefault_01" "0.000000" + "fl_smartdefault_02" "0.000000" + "fl_smartdefault_03" "0.000000" + } + "texsamp_0" + { + "sz_fallback" "_rt_fullframefb" + "i_sampidx" "0" + "i_texmode" "1" + "i_cubemap" "0" + "i_srgb" "0" + } + "i_numdcombos" "1" + } +} diff --git a/mp/game/momentum/shadereditorui/dumps/lightmap_blend_bump_detail.dump b/mp/game/momentum/shadereditorui/dumps/lightmap_blend_bump_detail.dump new file mode 100644 index 0000000000..85890e64e6 --- /dev/null +++ b/mp/game/momentum/shadereditorui/dumps/lightmap_blend_bump_detail.dump @@ -0,0 +1,255 @@ +"lightmap_blend_bump_detail" +{ + "vs_name" "lightmap_blend_bump_detail_vs30" + "ps_name" "lightmap_blend_bump_detail_ps30" + "shader_filename" "shadereditorui\canvas\lightmap_blend_bump_detail.txt" + "dump_version" "dumpver#001" + "i_sm" "1" + "i_cull" "0" + "i_ablend" "0" + "fl_atestref" "0.500000" + "i_dtest" "1" + "i_dwrite" "1" + "i_srgbw" "1" + "i_vfmt_flags" "19136823" + 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"gauss_blur_half_3_y" + "shader_010" "lightmap_blend_bump_detail" + "shader_011" "lightmap_parallax" + "shader_012" "model_chromatic_aberration" + "shader_013" "model_snowy" + "shader_014" "sprite_sun_nodepth" + "shader_015" "ssao_calc" + "shader_016" "ssao_combine" + "shader_017" "ssao_fxaa" + "shader_018" "sunrays_calc" +} diff --git a/mp/game/momentum/shadereditorui/dumps/sprite_sun_nodepth.dump b/mp/game/momentum/shadereditorui/dumps/sprite_sun_nodepth.dump new file mode 100644 index 0000000000..1b38a8a93e --- /dev/null +++ b/mp/game/momentum/shadereditorui/dumps/sprite_sun_nodepth.dump @@ -0,0 +1,54 @@ +"sprite_sun_nodepth" +{ + "vs_name" "sprite_sun_nodepth_vs30" + "ps_name" "sprite_sun_nodepth_ps30" + "shader_filename" "shadereditorui\canvas\sprite_sun_nodepth.txt" + "dump_version" "dumpver#001" + "i_sm" "1" + "i_cull" "0" + "i_ablend" "4" + "fl_atestref" "0.500000" + "i_dtest" "0" + "i_dwrite" "0" + "i_srgbw" "1" + "i_vfmt_flags" "262405" + "i_vfmt_texcoords" "1" + 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"dump_version" "dumpver#001" + "i_sm" "1" + "i_cull" "0" + "i_ablend" "0" + "fl_atestref" "0.500000" + "i_dtest" "0" + "i_dwrite" "0" + "i_srgbw" "0" + "i_vfmt_flags" "262401" + "i_vfmt_texcoords" "1" + "i_vfmt_udata" "0" + "i_vfmt_texcoordDim_0" "2" + "i_vfmt_texcoordDim_1" "2" + "i_vfmt_texcoordDim_2" "2" + "i_vlit" "0" + "i_vrefract" "1" + "identifiers_VS" + { + "i_numdcombos" "1" + } + "identifiers_PS" + { + "econst_0" + { + "i_envconstidx" "6" + "i_normregister" "0" + "i_econstsize" "1" + "i_smartcomps" "1" + "fl_smartdefault_00" "2.000000" + "fl_smartdefault_01" "0.000000" + "fl_smartdefault_02" "0.000000" + "fl_smartdefault_03" "0.000000" + } + "texsamp_0" + { + "sz_fallback" "white" + "i_sampidx" "0" + "i_texmode" "5" + "i_cubemap" "0" + "i_srgb" "0" + } + "i_numdcombos" "1" + } +} diff --git a/mp/game/momentum/shadereditorui/dumps/ssao_combine.dump b/mp/game/momentum/shadereditorui/dumps/ssao_combine.dump new file mode 100644 index 0000000000..be2aab179b --- /dev/null +++ b/mp/game/momentum/shadereditorui/dumps/ssao_combine.dump @@ -0,0 +1,46 @@ +"ssao_combine" +{ + "vs_name" "ssao_combine_vs30" + "ps_name" "ssao_combine_ps30" + "shader_filename" "shadereditorui\canvas\post_processing_shaders\ssao_combine.txt" + "dump_version" "dumpver#001" + "i_sm" "1" + "i_cull" "0" + "i_ablend" "0" + "fl_atestref" "0.500000" + "i_dtest" "0" + "i_dwrite" "0" + "i_srgbw" "0" + "i_vfmt_flags" "262401" + "i_vfmt_texcoords" "1" + "i_vfmt_udata" "0" + "i_vfmt_texcoordDim_0" "2" + "i_vfmt_texcoordDim_1" "2" + "i_vfmt_texcoordDim_2" "2" + "i_vlit" "0" + "i_vrefract" "1" + "identifiers_VS" + { + "i_numdcombos" "1" + } + "identifiers_PS" + { + "texsamp_0" + { + "i_sampidx" "0" + "i_texmode" "5" + "i_cubemap" "0" + "i_srgb" "0" + } + "texsamp_1" + { + "sz_param" "ssao_ref" + "sz_fallback" "white" + "i_sampidx" "1" + "i_texmode" "0" + "i_cubemap" "0" + "i_srgb" "0" + } + "i_numdcombos" "1" + } +} diff --git a/mp/game/momentum/shadereditorui/dumps/ssao_fxaa.dump 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"0.000000" + } + "texsamp_0" + { + "sz_fallback" "_rt_fullframefb" + "i_sampidx" "0" + "i_texmode" "1" + "i_cubemap" "0" + "i_srgb" "0" + } + "i_numdcombos" "1" + } +} diff --git a/mp/game/momentum/shadereditorui/dumps/sunrays_calc.dump b/mp/game/momentum/shadereditorui/dumps/sunrays_calc.dump new file mode 100644 index 0000000000..6c50c7ee5b --- /dev/null +++ b/mp/game/momentum/shadereditorui/dumps/sunrays_calc.dump @@ -0,0 +1,51 @@ +"sunrays_calc" +{ + "vs_name" "sunrays_calc_vs30" + "ps_name" "sunrays_calc_ps30" + "shader_filename" "shadereditorui\canvas\post_processing_shaders\sunrays_calc.txt" + "dump_version" "dumpver#001" + "i_sm" "1" + "i_cull" "0" + "i_ablend" "0" + "fl_atestref" "0.500000" + "i_dtest" "1" + "i_dwrite" "1" + "i_srgbw" "0" + "i_vfmt_flags" "262401" + "i_vfmt_texcoords" "1" + "i_vfmt_udata" "0" + "i_vfmt_texcoordDim_0" "2" + "i_vfmt_texcoordDim_1" "2" + "i_vfmt_texcoordDim_2" "2" + "i_vlit" "0" + "i_vrefract" "0" + "identifiers_VS" + { + "i_numdcombos" "1" + } + "identifiers_PS" + { + "econst_0" + { + "i_envconstidx" "14" + "i_normregister" "0" + "i_econstsize" "1" + "i_smartcomps" "3" + "sz_smartname" "sun_data" + "fl_smartdefault_00" "0.000000" + "fl_smartdefault_01" "0.000000" + "fl_smartdefault_02" "0.000000" + "fl_smartdefault_03" "0.000000" + } + "texsamp_0" + { + "sz_param" "skymask" + "sz_fallback" "_rt_SEdit_Skymask" + "i_sampidx" "0" + "i_texmode" "0" + "i_cubemap" "0" + "i_srgb" "0" + } + "i_numdcombos" "1" + } +} diff --git a/mp/game/momentum/shadereditorui/dumps/swarm_test.dump b/mp/game/momentum/shadereditorui/dumps/swarm_test.dump new file mode 100644 index 0000000000..6eb297697b --- /dev/null +++ b/mp/game/momentum/shadereditorui/dumps/swarm_test.dump @@ -0,0 +1,42 @@ +"swarm_test" +{ + "vs_name" "swarm_test_vs30" + "ps_name" "swarm_test_ps30" + "i_sm" "1" + "i_cull" "0" + "i_ablend" "0" + "fl_atestref" "0.500000" + "i_dtest" "0" + "i_dwrite" "0" + "i_srgbw" "0" + "i_vfmt_flags" "1" + "i_vfmt_texcoords" "1" + "i_vfmt_udata" "0" 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"i_vfmt_texcoordDim_0" "2" + "i_vfmt_texcoordDim_1" "2" + "i_vfmt_texcoordDim_2" "2" + "i_vlit" "0" + "i_vrefract" "0" + "identifiers_VS" + { + "i_numdcombos" "1" + } + "identifiers_PS" + { + "combo_0" + { + "sz_name" "FLASHLIGHT" + "i_static" "0" + "i_min" "0" + "i_max" "1" + "i_type" "9" + } + "combo_1" + { + "sz_name" "FLASHLIGHTDEPTHFILTERMODE" + "i_static" "0" + "i_min" "0" + "i_max" "2" + "i_type" "10" + } + "combo_2" + { + "sz_name" "FLASHLIGHTSHADOWS" + "i_static" "0" + "i_min" "0" + "i_max" "1" + "i_type" "11" + } + "combo_3" + { + "sz_name" "PIXELFOGTYPE" + "i_static" "0" + "i_min" "0" + "i_max" "1" + "i_type" "7" + } + "combo_4" + { + "sz_name" "WRITEWATERFOGTODESTALPHA" + "i_static" "0" + "i_min" "0" + "i_max" "1" + "i_type" "8" + } + "econst_0" + { + "i_envconstidx" "11" + "i_normregister" "-1" + "i_econstsize" "4" + "i_smartcomps" "3" + "fl_smartdefault_00" "0.000000" + "fl_smartdefault_01" "0.000000" + "fl_smartdefault_02" "0.000000" + "fl_smartdefault_03" "0.000000" + } + "econst_1" + { + "i_envconstidx" "7" + "i_normregister" "0" + "i_econstsize" "1" + "i_smartcomps" "1" + "fl_smartdefault_00" "0.000000" + "fl_smartdefault_01" "0.000000" + "fl_smartdefault_02" "0.000000" + "fl_smartdefault_03" "0.000000" + } + "econst_2" + { + "i_envconstidx" "1" + "i_normregister" "1" + "i_econstsize" "1" + "i_smartcomps" "1" + "fl_smartdefault_00" "0.000000" + "fl_smartdefault_01" "0.000000" + "fl_smartdefault_02" "0.000000" + "fl_smartdefault_03" "0.000000" + } + "econst_3" + { + "i_envconstidx" "12" + "i_normregister" "0" + "i_econstsize" "1" + "i_smartcomps" "3" + "fl_smartdefault_00" "0.000000" + "fl_smartdefault_01" "0.000000" + "fl_smartdefault_02" "0.000000" + "fl_smartdefault_03" "0.000000" + } + "texsamp_0" + { + "sz_param" "basetexture2" + "sz_fallback" "Lights\White" + "i_sampidx" "0" + "i_texmode" "1" + "i_cubemap" "0" + "i_srgb" "1" + } + "texsamp_1" + { + "sz_param" "basetexture2" + "sz_fallback" "Lights\White" + "i_sampidx" "1" + "i_texmode" "0" + "i_cubemap" "0" + "i_srgb" "1" + } + "texsamp_2" + { + "sz_fallback" "Lights\White" + "i_sampidx" "2" + "i_texmode" "3" + "i_cubemap" "0" + "i_srgb" "1" + } + "texsamp_3" + { + "i_sampidx" "3" + "i_texmode" "10" + "i_cubemap" "0" + "i_srgb" "1" + } + "texsamp_4" + { + "i_sampidx" "4" + "i_texmode" "11" + "i_cubemap" "0" + "i_srgb" "0" + } + "texsamp_5" + { + "i_sampidx" "5" + "i_texmode" "12" + "i_cubemap" "0" + "i_srgb" "0" + } + "i_numdcombos" "48" + } +} diff --git a/mp/game/momentum/shadereditorui/editor_config.txt b/mp/game/momentum/shadereditorui/editor_config.txt new file mode 100644 index 0000000000..185caa2c3d --- /dev/null +++ b/mp/game/momentum/shadereditorui/editor_config.txt @@ -0,0 +1,21 @@ +"config" +{ + "preview_visible" "1" + "p_x" "1134" + "p_y" "500" + "p_sx" "449" + "p_sy" "378" + "draw_datatypes" "1" + "draw_shadows" "1" + "draw_all_limits" "0" + "compile_preview" "1" + "enable_nodeview_tooltips" "1" + "compile_always_full" "0" + "compile_auto_publish_to_materials" "1" + "precache_auto_reload" "1" + "warn_unsaved_changes" "1" + "cedit_x" "95" + "cedit_y" "195" + "cedit_sx" "918" + "cedit_sy" "585" +} diff --git a/mp/game/momentum/shadereditorui/monof55.ttf b/mp/game/momentum/shadereditorui/monof55.ttf new file mode 100644 index 0000000000..9aebf80094 Binary files /dev/null and b/mp/game/momentum/shadereditorui/monof55.ttf differ diff --git a/mp/game/momentum/shadereditorui/monof_tt.txt b/mp/game/momentum/shadereditorui/monof_tt.txt new file mode 100644 index 0000000000..b2e03adc05 --- /dev/null +++ b/mp/game/momentum/shadereditorui/monof_tt.txt @@ -0,0 +1,20 @@ +------------------------------------------------------------------------ +The monofur typeface by tobias b koehler (unci@tigerden.com) +------------------------------------------------------------------------ + +This is a monospaced geometric rounded sans serif font based on the +eurofurence typeface family. + +The character set includes Roman, Greek and Cyrillic characters as well +as box drawing characters. File format is TrueType for PC (under +Windows, Linux etc). + +These fonts are freeware and can be distributed as long as they are +together with this text file. I would appreciate it though if you could +contact me at unci@tigerden.com if you put them on a server. Free +samples from commercial users are always very welcome. :) + +For more information, please see the uncifonts WWW page at: +http://mercurio.iet.unipi.it/users/tobias/uncifonts.html + +Have fun! tobias b koehler, 2000-04-02 \ No newline at end of file diff --git a/mp/game/momentum/shadereditorui/node_help.txt b/mp/game/momentum/shadereditorui/node_help.txt new file mode 100644 index 0000000000..2357dc5d06 --- /dev/null +++ b/mp/game/momentum/shadereditorui/node_help.txt @@ -0,0 +1,751 @@ +"node_help" +{ + "0" + { + "name" "Invalid" + "info" "Invalid" + "code" "Invalid" + } + + "1" + { + "name" "Vertex Shader Input" + "info" "This node allows you to declare input semantics for your vertex shader.\n\nOutput A: By default, output A is the position of each vertex.\nOutput B: By default, output B is the texcoord0 semantic." + } + + "2" + { + "name" "Vertex Shader Output" + "info" "This node allows you to declare output semantics for your vertex shader. That information is then passed to the pixel shader input.\n\nInput A: By default input A is the projected position of each vertex.\nInput B: By default, input B is the texcoord0 semantic." + } + + "3" + { + "name" "Pixel Shader Input" + "info" "This node allows you to access data from the vertex shader output and other data such as vertex colors.\n\nOutput A: By default, output A is texcoords0 from the vertex shader. The other outputs are only used if you define them." + } + + "4" + { + "name" "Pixel Shader Output" + "info" "This node allows you to define the fragment output for your shader. The input must be four components per RT.\n\nInput A: Color0 is the default input.\nInput B: Color1-3 and Depth are optional inputs which can be enabled in the node properties." + } + + "5" + { + "name" "Local Constant" + "info" "This node allows you to declare a local vector which can be used in the vertex or pixel shader stages that can have up to 4 channels.\n\nOutput: The vector you entered into the node property window." + "code" "float3 X = float3(1.0,0.0,0.0), Y = float3(0.0,1.0,0.0), Z = float3(0.0,0.0,1.0)" + } + + "6" + { + "name" "NOT_USED" + "info" "NOT_USED" + "code" "NOT_USED" + } + + "7" + { + "name" "View Origin" + "info" "This node represents the origin (position) of the view.\n\nOutput: The three-component view position vector." + } + + "8" + { + "name" "View Forward" + "info" "This node exposes the view forward vector in worldspace.\n\nOutput: The three-component view forward vector." + } + + "9" + { + "name" "View Right" + "info" "This node exposes the view right vector in worldspace.\n\nOutput: The three-component view right vector." + } + + "10" + { + "name" "View Up" + "info" "This node exposes the view up vector in worldspace.\n\nOutput: The three-component view up vector." + } + + "11" + { + "name" "View Worldspace Depth" + "info" "This node holds the value of zFar.\n\nOutput: The single-component zfar vector." + } + + "12" + { + "name" "Time" + "info" "This node is the current time represented as a float, it can be used as an input to various other nodes, such as sine.\n\nOutput: The single component time vector." + } + + "13" + { + "name" "ModelViewProjection" + "info" "This is a matrix node used only in the vertex shader to transform vertices from model- to projectionspace.\n\nOutput: The 4x4 ModelViewProjection matrix." + } + + "14" + { + "name" "ViewProjection" + "info" "This is a matrix node used only in the vertex shader to transform vertices from world- to projectionspace.\n\nOutput: The 4x4 ViewProjection matrix." + } + + "15" + { + "name" "Model" + "info" "This is a matrix node used only in the vertex shader to transform vertices into worldspace.\n\nOutput: The 4x3 Model matrix." + } + + "16" + { + "name" "ViewModel" + "info" "This matrix is possibly used to transform from view to world space. No idea.\n\nOutput: The 4x4 ViewModel matrix." + } + + "17" + { + "name" "Add" + "info" "This node is used to add two inputs.\n\nOutput: The sum of the two inputs. The datatype is determined by said inputs." + "code" "A + B" + } + + "18" + { + "name" "Subtract" + "info" "This node is used to subtract two inputs.\n\nOutput: The difference of the two inputs. The datatype is determined by said inputs." + "code" "A - B" + } + + "19" + { + "name" "Multiply" + "info" "This node is used to multiply two inputs.\n\nOutput: The product of the two inputs. The datatype is determined by said inputs." + "code" "A * B" + } + + "20" + { + "name" "Divide" + "info" "This node is used to divide two inputs.\n\nOutput: The division of the two inputs. The datatype is determined by said inputs." + "code" "A / B" + } + + "21" + { + "name" "Linear Interpolate" + "info" "This node is used to linearly interpolate two inputs based on a third.\n\nOutput: The linearly interpolated vector of the two inputs based on the third. The datatype is determined by said inputs." + "code" "lerp( A, B, 0.5 )" + } + + "22" + { + "name" "Fractional Remainder" + "info" "This node is used to calculate the fractional remainder of the input vector.\n\nOutput: The fractional remainder of the input vector. The datatype is determined by said input." + "code" "frac( A )" + } + + "23" + { + "name" "Dot product" + "info" "This node is used to calculate the dot product of two input vectors.\n\nOutput: The single component dot product vector." + "code" "dot( A, B )" + } + + "24" + { + "name" "Length" + "info" "This node is used to calculate the length of an input vector.\n\nOutput: The single component length vector of the input." + "code" "length( A )" + } + + "25" + { + "name" "Normalize" + "info" "This node is used to normalize the input vector.\n\nOutput: The normalized input vector. The datatype is determined by said input." + "code" "normalize( A )" + } + + "26" + { + "name" "Append" + "info" "This node is used to append multiple inputs into a single multi-component vector.\n\nOutput: The appended vector of the two inputs. The two inputs must not append to more than 4 channels or the node will error." + "code" "float4( A.xy, B.zw )" + } + + "27" + { + "name" "Swizzle" + "info" "This node is used to selectively swizzle channels of multi-component inputs.\n\nOutput: The swizzled vector of the input. The format is determined by the swizzle settings." + "code" "A = B.xy" + } + + "28" + { + "name" "NOT_USED" + "info" "NOT_USED" + "code" "NOT_USED" + } + + "29" + { + "name" "Texture Sampler" + "info" "This node is used to sample color from textures.\nThe 'VMT Fallback' path defines the texture which is loaded when the parameter is not defined in the VMT of a finished shader.\nThe 'DEMO' texture is SOLELY used by the editor!\n\nOutput: RGBA" + "code" "tex2D( sampler, texcoord )" + } + + "30" + { + "name" "Loop" + "info" "This node is used in control flow, it allows you to loop code x amount of times to achieve effects such as blur.\n\nOutput: The current value of the iteration counter." + "code" "for( int i = 0; i < 7; i++ ) { A += tex2D( sampler, texcoord + offset * i ) / 7; }" + } + + "31" + { + "name" "Combo" + "info" "This node allows you to declare combos, the nodes within the combo container will only be run if the combo condition is met.\n\nOutput: This node has no output." + } + + "32" + { + "name" "Declare" + "info" "This node is used to (re)declare variables when using control flow nodes.\n\nOutput: Same as input, but re-delcared in the scope of this node." + } + + "33" + { + "name" "Assign" + "info" "This node is used to assign variables to eachother, and is used with control flow nodes.\n\nOutput: Variable of input A, containing values of input B." + "code" "A = B" + } + + "34" + { + "name" "Smoothstep" + "info" "This node is used to create a normalized hermite interpolation value for each component.\n\nOutput: The interpolated values in [0,1] range. The datatype is determined by said inputs." + "code" "smoothstep( -2, 4, A )" + } + + "35" + { + "name" "Step" + "info" "This node is used to determine if input A is bigger or equal to input B.\n\nOutput: if X is greater than Y the output will be 1, else it will be 0." + "code" "step( A, B ) or ( A >= B ) ? 1 : 0" + } + + "36" + { + "name" "Clamp" + "info" "This node is used to clamp the input vector.\n\nOutput: The clamped value of the input vector. The datatype is determined by the input." + "code" "clamp( A, 0, 2 )" + } + + "37" + { + "name" "Min" + "info" "This node is used to select the smallest of the two inputs.\n\nOutput: The smallest of the two inputs. The datatype is determined by said inputs." + "code" "min( A, B )" + } + + "38" + { + "name" "Max" + "info" "This node is used to select and return the largest of the two inputs.\n\nOutput: The largest of the two inputs. The datatype is determined by said inputs." + "code" "max( A, B )" + } + + "39" + { + "name" "Sine" + "info" "This node is used to calculate the Sine function for the input vector.\n\nOutput: The value of the Sine function for the input vector. The datatype is determined by said input." + "code" "sin( A )" + } + + "40" + { + "name" "Cosine" + "info" "This node is used to calculate the Cosine function for the input vector.\n\nOutput: The value of the Cosine function of the input vector. The datatype is determined by said input." + "code" "cos( A )" + } + + "41" + { + "name" "Tangent" + "info" "This node is used to calculate the Tangent function for the input vector.\n\nOutput: The value of the Tangent function of the input vector. The datatype is determined by said input." + "code" "tan( A )" + } + + "42" + { + "name" "Arc Sine" + "info" "This node is used to calculate the Arc Sine function for the input vector.\n\nOutput: The value of the Arc Sine function of the input vector. The datatype is determined by said input." + "code" "asin( A )" + } + + "43" + { + "name" "Arc Cosine" + "info" "This node is used to calculate the Arc Cosine function for the input vector.\n\nOutput: The value of Arc Cosine function of the input vector. The datatype is determined by said input." + "code" "acos( A )" + } + + "44" + { + "name" "Arc Tangent" + "info" "This node is used to calculate the Arc Tangent function for the input vector.\n\nOutput: The value of Arc Tangent function of the input vector. The datatype is determined by said input." + "code" "atan( A )" + } + + "45" + { + "name" "Hyperbolic Sine" + "info" "This node is used to calculate the Hyperbolic Sine function for the input vector.\n\nOutput: The value of Hyperbolic Sine function of the input vector. The datatype is determined by said input." + "code" "sinh( A )" + } + + "46" + { + "name" "Hyperbolic Cosine" + "info" "This node is used to calculate the Hyperbolic Cosine function for the input vector.\n\nOutput: The value of Hyperbolic Cosine function of the input vector. The datatype is determined by said input." + "code" "cosh( A )" + } + + "47" + { + "name" "Hyperbolic Tangent" + "info" "This node is used to calculate the Hyperbolic Tangent function for the input vector.\n\nOutput: The value of Hyperbolic Tangent function of the input vector. The datatype is determined by said input." + "code" "tanh( A )" + } + + "48" + { + "name" "Arc Tangent 2" + "info" "This node is used to angle of a 2D vector.\n\nOutput: The values in radians for each pair of components. The datatype is determined by said inputs." + "code" "atan2( A, B )" + } + + "49" + { + "name" "Power" + "info" "This node is used to calculate the exponential power of input A based on input B.\n\nOutput: The exponential power of input A based on input B. The datatype is determined by said inputs." + "code" "pow( A, 5 )" + } + + "50" + { + "name" "Round" + "info" "This node is used to round the input to the nearest whole number.\n\nOutput: The rounded input vector. The datatype is determined by said input." + "code" "round( A )" + } + + "51" + { + "name" "Floor" + "info" "This node is used to round down the input vector.\n\nOutput: The floored input vector. The datatype is determined by said input." + "code" "floor( A )" + } + + "52" + { + "name" "Ceiling" + "info" "This node is used to round up the input vector.\n\nOutput: The ceiling of the input vector. The datatype is determined by said input." + "code" "ceil( A )" + } + + "53" + { + "name" "Absolute" + "info" "This node is used to make the input vector positive.\n\nOutput: The absolute of the input vector. The datatype is determined by said input." + "code" "abs( A )" + } + + "54" + { + "name" "Floating Point Remainder" + "info" "This node is used to calculate the Floating Point Remainder of the first input divided by the second input.\n\nOutput: The Floating Point Remainder of the two divided inputs. The datatype is determined by said inputs." + "code" "fmod( A, B )" + } + + "55" + { + "name" "Texture Transform" + "info" "This node is used to transform the texture coordinates by a matrix, this can be used to scale, translate or rotate textures.\n\nOutput: The modified two-component texture coordinate." + "code" "tex2D(sampler, texcoord * float(5,2) + float2(5,1)); //This will offset the texture by 5 times along x and one time along y. It will also scale the texture 5 times along x and twice along y." + } + + "56" + { + "name" "Degrees" + "info" "This node is used to convert an input from radians into degrees.\n\nOutput: The input vector in degrees. The datatype is determined by said input." + "code" "degrees( A )" + } + + "57" + { + "name" "Radians" + "info" "This node is used to convert an input from degrees into radians.\n\nOutput: The input vector in radians. The datatype is determined by said input." + "code" "radians( A )" + } + + "58" + { + "name" "Reflect" + "info" "This node is used to reflect a vector along a normal.\n\nOutput: The reflected vector of input A. The datatype is determined by said inputs." + "code" "reflect( Ray, Normal )" + } + + "59" + { + "name" "Refract" + "info" "This node is used to refract two inputs based on the index of refraction.\n\nOutput: The refraction of input A based on the index. The datatype is determined by said inputs." + "code" "refract( Ray, Normal, Index )" + } + + "60" + { + "name" "Saturate" + "info" "This node is used to clamp the input vector between 0 and 1.\n\nOutput: The clamped input vector. The datatype is determined by said input." + "code" "saturate( A )" + } + + "61" + { + "name" "Invert" + "info" "This node is used to invert the input vector.\n\nOutput: The inverse of the input. The datatype is determined by said input." + "code" "1 - A" + } + + "62" + { + "name" "Sign" + "info" "This node is used to calculate the sign of the input vector. If the input is less than 0 it returns -1, if it's 0 it returns 0, and if it's greater than 0 it returns 1.\n\nOutput: The sign of the input vector. The datatype is detrmined by said input." + "code" "sign( A )" + } + + "63" + { + "name" "Square Root" + "info" "This node is used to calculate the Square Root of the input vector.\n\nOutput: The Square Root per-component of the input vector. The datatype is determined by said input." + "code" "sqrt( A )" + } + + "64" + { + "name" "Cross Product" + "info" "This node is used to calculate the cross product of the inputs.\n\nOutput: The cross product of both inputs." + "code" "cross( A, B )" + } + + "65" + { + "name" "Framebuffer Texel Size" + "info" "This node is used to find the framebuffer texel size, useful for shaders which blur or alter the framebuffer with a loop.\n\nOutput: The two-component texel size of the framebuffer texture." + } + + "66" + { + "name" "Studio Model Vertex Lighting" + "info" "This node calculates a models per-vertex lighting based on the inputs.\n\nOutput: The per-vertex lighting vector." + } + + "67" + { + "name" "Studio Model Pixel Shader Lighting" + "info" "This node calculates a models per-pixel lighting based on the inputs.\n\nOutput: The four-component per-pixel lighting vector." + } + + "68" + { + "name" "Studio Model Skinning" + "info" "This node skins vertices to bones of a model based on the inputs.\n\nOutput: The position of each vertex after skinning has been performed." + } + + "69" + { + "name" "Studio Model Morph" + "info" "This node applies morph offsets to vertices.\n\nOutput: The position of each vertex after morphing has been performed." + } + + "70" + { + "name" "Fog Parameters" + "info" "This node is used to access the fog parameters from the engine.\n\nOutput: The four-component fog parameter vector." + } + + "71" + { + "name" "Fog" + "info" "This node is used to compute fog for a position based on the inputs.\n\nOutput: The four-component fog factor." + } + + "72" + { + "name" "Final" + "info" "This node is used to compute the final overall colour of world geometry based on fog, color and depth inputs.\n\nOutput: The final color." + } + + "73" + { + "name" "Matrix Compose" + "info" "This node is used to compose a matrix out of three or four-component inputs.\n\nOutput: Generated matrix out of the inputs. The format is determined by said inputs." + "code" "mat3x3 tangentSpace = mat3x3(tangent, binormal, normal)" + } + + "74" + { + "name" "Studio Model Pixel Shader Specular" + "info" "This node is used to compute the per-pixel specular lighting based on the inputs.\n\nOutput: The three-component specular vector." + } + + "75" + { + "name" "Flashlight View Projection Matrix" + "info" "This node is used to access the Flashlight View Projection Matrix, which is used for flashlight calculations.\n\nOutput: The 4x4 Flashlight View Projection Matrix." + } + + "76" + { + "name" "Flashlight Calculation" + "info" "This node calculates the Flashlight based on the inputs.\n\nOutput: The four-component lighting vector." + } + + "77" + { + "name" "Constant Callback" + "info" "This node is used to access constants defined by code.\n\nOutputs: The output of this node is determined by the datatype of the callback constant." + } + + "78" + { + "name" "Valve Material Parameter - Mutable" + "info" "This node is used to access mutable VMT Parameters which can be changed on the fly via code.\n\nOutput: The output of this node is determined by the datatype of the mutable parameter." + } + + "79" + { + "name" "Valve Material Parameter - Static" + "info" "This node is used to access static VMT Parameters, which cannot be altered without reloading the material.\n\nOutput: The output of this node is determined by the datatype of the static parameter." + } + + "80" + { + "name" "Lightscale" + "info" "This node is used to access the per-object light scale.\n\nOutput: The single component lighting vector." + } + + "81" + { + "name" "Random" + "info" "This node is used to generate random numbers.\n\nOutput: The multi-component random vector." + } + + "82" + { + "name" "Base-e Logarithm" + "info" "This node calculates the Base-e Logarithm of the input vector.\n\nOutput: The Base-e Logarithmic vector of the input. The datatype is determined by said input." + "code" "log( A )" + } + + "83" + { + "name" "Base-2 Logarithm" + "info" "This node calculates the Base-2 Logarithm of the input vector.\n\nOutput: The Base-2 Logarithmic vector of the input. The datatype is determined by said input." + "code" "log2( A )" + } + + "84" + { + "name" "Base-10 Logarithm" + "info" "This node calculates the Base-10 Logarithm of the input vector.\n\nOutput: The Base-2 Logarithmic vector of the input. The datatype is determined by said input." + "code" "log10( A )" + } + + "85" + { + "name" "Base-e Exponent" + "info" "This node calculates the Base-e Exponent of the input vector.\n\nOutput: The Base-e Exponent of the input vector. The datatype is determined by said input." + "code" "exp( A )" + } + + "86" + { + "name" "Base-2 Exponent" + "info" "This node calculates the Base-2 Exponent of the input vector.\n\nOutput: The Base-2 Exponent of the input vector. The datatype is determined by said input." + "code" "exp2( A )" + } + + "87" + { + "name" "Bump Basis" + "info" "This node is used to access Valve's Bump Basis information for BSP normalmapping.\n\nOutput: The three three-component Bump Basis vectors." + } + + "88" + { + "name" "Directional Derivative X" + "info" "This node is used to calculate the Directional Derivative X vector of the input.\n\nOutput: The Directional Derivative X vector of the input. The datatype is determined by said input." + "code" "ddx( A )" + } + + "89" + { + "name" "Directional Derivative Y" + "info" "This node is used to calculate the Directional Derivative Y vector of the input.\n\nOutput: The Directional Derivative Y vector of the input. The datatype is determined by said input." + "code" "ddy( A )" + } + + "90" + { + "name" "Custom Matrix" + "info" "This node allows you to choose from a list of matrices to use.\n\nOutput: The Matrix chosen in the properties window. The datatype is determined by the matrix you chose." + } + + "91" + { + "name" "Array" + "info" "This node allows you to declare an array for use with control flow nodes such as loops.\n\nOutput: The vector selected based on the X and Y inputs of the Array node. The format is determined by the format you set inside the Array properties window." + "code" "float array[7] = { 0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0 };" + } + + "92" + { + "name" "Condition" + "info" "This node allows you to use conditional statements, and along with the assign and declare nodes, you can make complex effects.\n\nOutput: This node has no output." + "code" "if( A == 1 ) { B = 1; }" + } + + "93" + { + "name" "Break" + "info" "This node is used to escape up a level in control flow, but sadly source is too old so it doesn't support it!" + "code" "for(int i = 0; i < 10; i++) { for int j = 0; j < 10; j++) { if ( condition == true; ) { break; } color += tex2D( sampler, texcoord + float2( i, j ) ) }" + } + + "94" + { + "name" "Sampler object" + "info" "This node is able to load and expose a texture to the shader. Useful for custom code nodes and requires for parallax mapping.\n\nOutput: A sampler object." + "code" "tex2D( sampler, texcoord )" + } + + "95" + { + "name" "Parallax Coordinate" + "info" "This node is used to calculate the Parallax Coordinates.\n\nOutput: A two-component warped texture coord, three-component tangent offset." + } + + "96" + { + "name" "Parallax Shadow" + "info" "This node is used to calculate the Parallax Shadow.\n\nOutput: A single-component light vector." + } + + "97" + { + "name" "Flashlight Position" + "info" "This node represents the flashlight position in worlsspace.\n\nOutput: A three-component position vector." + } + + "98" + { + "name" "Clip" + "info" "This node is used to discard pixels of your shader.\nIf any input value is smaller than zero, the pixel won't be drawn.\n\nOutput: The output equals the input." + "code" "clip( tex2D( sampler, texcoord ).a - 0.5f )" + } + + "99" + { + "name" "Custom Code" + "info" "This node is used to type custom code and use it inside of the flowgraph.\n\nOutput: This node outputs whatever you have set in its properties, and in the format of your choice." + } + + "100" + { + "name" "Distance" + "info" "This node is used to calculate the distance between two inputs.\n\nOutput: The distance between two inputs. The format is determined by said inputs." + "code" "dst( A, B )" + } + + "101" + { + "name" "Vertex decompression" + "info" "Decompresses vertex data in case the geometry provides it in a compressed format." + } + + + // PPE + "2001" + { + "name" "Post processing input" + "info" "First node of a post processing effect chain." + } + + "2002" + { + "name" "Post processing output" + "info" "Last node of a post processing effect chain." + } + + "2003" + { + "name" "Clear buffers" + "info" "Clear color and/or depth of the current RT. You MUST NOT clear depth if the RT does not use a depth buffer!" + } + + "2004" + { + "name" "Draw material" + "info" "Draws a material onto the current RT.\nSelect 'Push target RT' to draw the material onto the reference target RT instead.\n\nBoth input RTs are used to build the UVs and viewport!" + } + + "2005" + { + "name" "Update framebuffer" + "info" "Copy the current RT to the framebuffer copy texture, which shaders can access through the 'Framebuffer' parameter." + } + + "2006" + { + "name" "Push viewport" + "info" "Push an RT as the new viewport onto the stack.\nEvery push must be followed by a pop." + } + + "2007" + { + "name" "Pop viewport" + "info" "Pop the last RT from the stack.\nYou MUST NOT pop before having pushed anything." + } + + "2008" + { + "name" "Set rendertarget" + "info" "Override the current RT and viewport without pushing." + } + + "2009" + { + "name" "Create rendertarget" + "info" "Load a rendertarget by name." + } + + "2010" + { + "name" "Create material" + "info" "Load a material or create a new one on the fly.\nYou can access these materials from the client if you specify a custom name on the 'general' tab!" + } + + "2011" + { + "name" "Copy rendertarget" + "info" "Blit the current RT to another one." + } + + "2012" + { + "name" "Render view" + "info" "Execute a view render callback.\nYou can register these from the client dll and specify the available options there.\nUse this to draw all sorts of stuff onto an RT to create masks or alike." + } +} \ No newline at end of file diff --git a/mp/game/momentum/shadereditorui/path_config.txt b/mp/game/momentum/shadereditorui/path_config.txt new file mode 100644 index 0000000000..6e1bc136f8 --- /dev/null +++ b/mp/game/momentum/shadereditorui/path_config.txt @@ -0,0 +1,6 @@ +"paths" +{ + "compiler" "sourcesdk/bin/source2007/bin" + "compiler_2006" "sourcesdk/bin/ep1/bin" + "compiler_swarm" "alien swarm/bin" +} \ No newline at end of file diff --git a/mp/game/momentum/shadereditorui/postprocessing_precache.txt b/mp/game/momentum/shadereditorui/postprocessing_precache.txt new file mode 100644 index 0000000000..30deefaddf --- /dev/null +++ b/mp/game/momentum/shadereditorui/postprocessing_precache.txt @@ -0,0 +1,3 @@ +"pp_precache" +{ +} diff --git a/mp/game/momentum/shadereditorui/redistribute/compiler/mysql_wrapper.dll b/mp/game/momentum/shadereditorui/redistribute/compiler/mysql_wrapper.dll new file mode 100644 index 0000000000..33d68ac39f Binary files /dev/null and b/mp/game/momentum/shadereditorui/redistribute/compiler/mysql_wrapper.dll differ diff --git a/mp/game/momentum/shadereditorui/redistribute/compiler/shadercompile_dll.dll b/mp/game/momentum/shadereditorui/redistribute/compiler/shadercompile_dll.dll new file mode 100644 index 0000000000..af1dec8790 Binary files /dev/null and b/mp/game/momentum/shadereditorui/redistribute/compiler/shadercompile_dll.dll differ diff --git 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"rt_name" "_rt_fbquarter_0" + "rt_imgformat" "2" + "rt_sizemode" "3" + "rt_depthmode" "2" + "rt_flags" "32780" + "rt_size_x" "256" + "rt_size_y" "256" + } + "rt_01" + { + "rt_name" "_rt_fbquarter_1" + "rt_imgformat" "2" + "rt_sizemode" "3" + "rt_depthmode" "2" + "rt_flags" "32780" + "rt_size_x" "256" + "rt_size_y" "256" + } +} diff --git a/mp/game/momentum/shadereditorui/shader_src/Fxaa3_11.h b/mp/game/momentum/shadereditorui/shader_src/Fxaa3_11.h new file mode 100644 index 0000000000..92a3737404 --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/Fxaa3_11.h @@ -0,0 +1,2047 @@ +/*============================================================================ + + + NVIDIA FXAA 3.11 by TIMOTHY LOTTES + + +------------------------------------------------------------------------------ +COPYRIGHT (C) 2010, 2011 NVIDIA CORPORATION. ALL RIGHTS RESERVED. +------------------------------------------------------------------------------ +TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED +*AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS +OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF +MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA +OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR +CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR +LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, +OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE +THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH +DAMAGES. + +------------------------------------------------------------------------------ + INTEGRATION CHECKLIST +------------------------------------------------------------------------------ +(1.) +In the shader source, setup defines for the desired configuration. +When providing multiple shaders (for different presets), +simply setup the defines differently in multiple files. +Example, + + #define FXAA_PC 1 + #define FXAA_HLSL_5 1 + #define FXAA_QUALITY__PRESET 12 + +Or, + + #define FXAA_360 1 + +Or, + + #define FXAA_PS3 1 + +Etc. + +(2.) +Then include this file, + + #include "Fxaa3_11.h" + +(3.) +Then call the FXAA pixel shader from within your desired shader. +Look at the FXAA Quality FxaaPixelShader() for docs on inputs. +As for FXAA 3.11 all inputs for all shaders are the same +to enable easy porting between platforms. + + return FxaaPixelShader(...); + +(4.) +Insure pass prior to FXAA outputs RGBL (see next section). +Or use, + + #define FXAA_GREEN_AS_LUMA 1 + +(5.) +Setup engine to provide the following constants +which are used in the FxaaPixelShader() inputs, + + FxaaFloat2 fxaaQualityRcpFrame, + FxaaFloat4 fxaaConsoleRcpFrameOpt, + FxaaFloat4 fxaaConsoleRcpFrameOpt2, + FxaaFloat4 fxaaConsole360RcpFrameOpt2, + FxaaFloat fxaaQualitySubpix, + FxaaFloat fxaaQualityEdgeThreshold, + FxaaFloat fxaaQualityEdgeThresholdMin, + FxaaFloat fxaaConsoleEdgeSharpness, + FxaaFloat fxaaConsoleEdgeThreshold, + FxaaFloat fxaaConsoleEdgeThresholdMin, + FxaaFloat4 fxaaConsole360ConstDir + +Look at the FXAA Quality FxaaPixelShader() for docs on inputs. + +(6.) +Have FXAA vertex shader run as a full screen triangle, +and output "pos" and "fxaaConsolePosPos" +such that inputs in the pixel shader provide, + + // {xy} = center of pixel + FxaaFloat2 pos, + + // {xy__} = upper left of pixel + // {__zw} = lower right of pixel + FxaaFloat4 fxaaConsolePosPos, + +(7.) +Insure the texture sampler(s) used by FXAA are set to bilinear filtering. + + +------------------------------------------------------------------------------ + INTEGRATION - RGBL AND COLORSPACE +------------------------------------------------------------------------------ +FXAA3 requires RGBL as input unless the following is set, + + #define FXAA_GREEN_AS_LUMA 1 + +In which case the engine uses green in place of luma, +and requires RGB input is in a non-linear colorspace. + +RGB should be LDR (low dynamic range). +Specifically do FXAA after tonemapping. + +RGB data as returned by a texture fetch can be non-linear, +or linear when FXAA_GREEN_AS_LUMA is not set. +Note an "sRGB format" texture counts as linear, +because the result of a texture fetch is linear data. +Regular "RGBA8" textures in the sRGB colorspace are non-linear. + +If FXAA_GREEN_AS_LUMA is not set, +luma must be stored in the alpha channel prior to running FXAA. +This luma should be in a perceptual space (could be gamma 2.0). +Example pass before FXAA where output is gamma 2.0 encoded, + + color.rgb = ToneMap(color.rgb); // linear color output + color.rgb = sqrt(color.rgb); // gamma 2.0 color output + return color; + +To use FXAA, + + color.rgb = ToneMap(color.rgb); // linear color output + color.rgb = sqrt(color.rgb); // gamma 2.0 color output + color.a = dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114)); // compute luma + return color; + +Another example where output is linear encoded, +say for instance writing to an sRGB formated render target, +where the render target does the conversion back to sRGB after blending, + + color.rgb = ToneMap(color.rgb); // linear color output + return color; + +To use FXAA, + + color.rgb = ToneMap(color.rgb); // linear color output + color.a = sqrt(dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114))); // compute luma + return color; + +Getting luma correct is required for the algorithm to work correctly. + + +------------------------------------------------------------------------------ + BEING LINEARLY CORRECT? +------------------------------------------------------------------------------ +Applying FXAA to a framebuffer with linear RGB color will look worse. +This is very counter intuitive, but happends to be true in this case. +The reason is because dithering artifacts will be more visiable +in a linear colorspace. + + +------------------------------------------------------------------------------ + COMPLEX INTEGRATION +------------------------------------------------------------------------------ +Q. What if the engine is blending into RGB before wanting to run FXAA? + +A. In the last opaque pass prior to FXAA, + have the pass write out luma into alpha. + Then blend into RGB only. + FXAA should be able to run ok + assuming the blending pass did not any add aliasing. + This should be the common case for particles and common blending passes. + +A. Or use FXAA_GREEN_AS_LUMA. + +============================================================================*/ + +/*============================================================================ + + INTEGRATION KNOBS + +============================================================================*/ +// +// FXAA_PS3 and FXAA_360 choose the console algorithm (FXAA3 CONSOLE). +// FXAA_360_OPT is a prototype for the new optimized 360 version. +// +// 1 = Use API. +// 0 = Don't use API. +// +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_PS3 + #define FXAA_PS3 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_360 + #define FXAA_360 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_360_OPT + #define FXAA_360_OPT 0 +#endif +/*==========================================================================*/ +#ifndef FXAA_PC + // + // FXAA Quality + // The high quality PC algorithm. + // + #define FXAA_PC 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_PC_CONSOLE + // + // The console algorithm for PC is included + // for developers targeting really low spec machines. + // Likely better to just run FXAA_PC, and use a really low preset. + // + #define FXAA_PC_CONSOLE 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_GLSL_120 + #define FXAA_GLSL_120 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_GLSL_130 + #define FXAA_GLSL_130 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_HLSL_3 + #define FXAA_HLSL_3 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_HLSL_4 + #define FXAA_HLSL_4 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_HLSL_5 + #define FXAA_HLSL_5 0 +#endif +/*==========================================================================*/ +#ifndef FXAA_GREEN_AS_LUMA + // + // For those using non-linear color, + // and either not able to get luma in alpha, or not wanting to, + // this enables FXAA to run using green as a proxy for luma. + // So with this enabled, no need to pack luma in alpha. + // + // This will turn off AA on anything which lacks some amount of green. + // Pure red and blue or combination of only R and B, will get no AA. + // + // Might want to lower the settings for both, + // fxaaConsoleEdgeThresholdMin + // fxaaQualityEdgeThresholdMin + // In order to insure AA does not get turned off on colors + // which contain a minor amount of green. + // + // 1 = On. + // 0 = Off. + // + #define FXAA_GREEN_AS_LUMA 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_EARLY_EXIT + // + // Controls algorithm's early exit path. + // On PS3 turning this ON adds 2 cycles to the shader. + // On 360 turning this OFF adds 10ths of a millisecond to the shader. + // Turning this off on console will result in a more blurry image. + // So this defaults to on. + // + // 1 = On. + // 0 = Off. + // + #define FXAA_EARLY_EXIT 1 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_DISCARD + // + // Only valid for PC OpenGL currently. + // Probably will not work when FXAA_GREEN_AS_LUMA = 1. + // + // 1 = Use discard on pixels which don't need AA. + // For APIs which enable concurrent TEX+ROP from same surface. + // 0 = Return unchanged color on pixels which don't need AA. + // + #define FXAA_DISCARD 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_FAST_PIXEL_OFFSET + // + // Used for GLSL 120 only. + // + // 1 = GL API supports fast pixel offsets + // 0 = do not use fast pixel offsets + // + #ifdef GL_EXT_gpu_shader4 + #define FXAA_FAST_PIXEL_OFFSET 1 + #endif + #ifdef GL_NV_gpu_shader5 + #define FXAA_FAST_PIXEL_OFFSET 1 + #endif + #ifdef GL_ARB_gpu_shader5 + #define FXAA_FAST_PIXEL_OFFSET 1 + #endif + #ifndef FXAA_FAST_PIXEL_OFFSET + #define FXAA_FAST_PIXEL_OFFSET 0 + #endif +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_GATHER4_ALPHA + // + // 1 = API supports gather4 on alpha channel. + // 0 = API does not support gather4 on alpha channel. + // + #if (FXAA_HLSL_5 == 1) + #define FXAA_GATHER4_ALPHA 1 + #endif + #ifdef GL_ARB_gpu_shader5 + #define FXAA_GATHER4_ALPHA 1 + #endif + #ifdef GL_NV_gpu_shader5 + #define FXAA_GATHER4_ALPHA 1 + #endif + #ifndef FXAA_GATHER4_ALPHA + #define FXAA_GATHER4_ALPHA 0 + #endif +#endif + +/*============================================================================ + FXAA CONSOLE PS3 - TUNING KNOBS +============================================================================*/ +#ifndef FXAA_CONSOLE__PS3_EDGE_SHARPNESS + // + // Consoles the sharpness of edges on PS3 only. + // Non-PS3 tuning is done with shader input. + // + // Due to the PS3 being ALU bound, + // there are only two safe values here: 4 and 8. + // These options use the shaders ability to a free *|/ by 2|4|8. + // + // 8.0 is sharper + // 4.0 is softer + // 2.0 is really soft (good for vector graphics inputs) + // + #if 1 + #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 8.0 + #endif + #if 0 + #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 4.0 + #endif + #if 0 + #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 2.0 + #endif +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_CONSOLE__PS3_EDGE_THRESHOLD + // + // Only effects PS3. + // Non-PS3 tuning is done with shader input. + // + // The minimum amount of local contrast required to apply algorithm. + // The console setting has a different mapping than the quality setting. + // + // This only applies when FXAA_EARLY_EXIT is 1. + // + // Due to the PS3 being ALU bound, + // there are only two safe values here: 0.25 and 0.125. + // These options use the shaders ability to a free *|/ by 2|4|8. + // + // 0.125 leaves less aliasing, but is softer + // 0.25 leaves more aliasing, and is sharper + // + #if 1 + #define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.125 + #else + #define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.25 + #endif +#endif + +/*============================================================================ + FXAA QUALITY - TUNING KNOBS +------------------------------------------------------------------------------ +NOTE the other tuning knobs are now in the shader function inputs! +============================================================================*/ +#ifndef FXAA_QUALITY__PRESET + // + // Choose the quality preset. + // This needs to be compiled into the shader as it effects code. + // Best option to include multiple presets is to + // in each shader define the preset, then include this file. + // + // OPTIONS + // ----------------------------------------------------------------------- + // 10 to 15 - default medium dither (10=fastest, 15=highest quality) + // 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality) + // 39 - no dither, very expensive + // + // NOTES + // ----------------------------------------------------------------------- + // 12 = slightly faster then FXAA 3.9 and higher edge quality (default) + // 13 = about same speed as FXAA 3.9 and better than 12 + // 23 = closest to FXAA 3.9 visually and performance wise + // _ = the lowest digit is directly related to performance + // _ = the highest digit is directly related to style + // + #define FXAA_QUALITY__PRESET 12 +#endif + + +/*============================================================================ + + FXAA QUALITY - PRESETS + +============================================================================*/ + +/*============================================================================ + FXAA QUALITY - MEDIUM DITHER PRESETS +============================================================================*/ +#if (FXAA_QUALITY__PRESET == 10) + #define FXAA_QUALITY__PS 3 + #define FXAA_QUALITY__P0 1.5 + #define FXAA_QUALITY__P1 3.0 + #define FXAA_QUALITY__P2 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 11) + #define FXAA_QUALITY__PS 4 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 3.0 + #define FXAA_QUALITY__P3 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 12) + #define FXAA_QUALITY__PS 5 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 4.0 + #define FXAA_QUALITY__P4 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 13) + #define FXAA_QUALITY__PS 6 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 4.0 + #define FXAA_QUALITY__P5 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 14) + #define FXAA_QUALITY__PS 7 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 4.0 + #define FXAA_QUALITY__P6 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 15) + #define FXAA_QUALITY__PS 8 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 2.0 + #define FXAA_QUALITY__P6 4.0 + #define FXAA_QUALITY__P7 12.0 +#endif + +/*============================================================================ + FXAA QUALITY - LOW DITHER PRESETS +============================================================================*/ +#if (FXAA_QUALITY__PRESET == 20) + #define FXAA_QUALITY__PS 3 + #define FXAA_QUALITY__P0 1.5 + #define FXAA_QUALITY__P1 2.0 + #define FXAA_QUALITY__P2 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 21) + #define FXAA_QUALITY__PS 4 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 22) + #define FXAA_QUALITY__PS 5 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 23) + #define FXAA_QUALITY__PS 6 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 24) + #define FXAA_QUALITY__PS 7 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 3.0 + #define FXAA_QUALITY__P6 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 25) + #define FXAA_QUALITY__PS 8 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 2.0 + #define FXAA_QUALITY__P6 4.0 + #define FXAA_QUALITY__P7 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 26) + #define FXAA_QUALITY__PS 9 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 2.0 + #define FXAA_QUALITY__P6 2.0 + #define FXAA_QUALITY__P7 4.0 + #define FXAA_QUALITY__P8 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 27) + #define FXAA_QUALITY__PS 10 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 2.0 + #define FXAA_QUALITY__P6 2.0 + #define FXAA_QUALITY__P7 2.0 + #define FXAA_QUALITY__P8 4.0 + #define FXAA_QUALITY__P9 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 28) + #define FXAA_QUALITY__PS 11 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 2.0 + #define FXAA_QUALITY__P6 2.0 + #define FXAA_QUALITY__P7 2.0 + #define FXAA_QUALITY__P8 2.0 + #define FXAA_QUALITY__P9 4.0 + #define FXAA_QUALITY__P10 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 29) + #define FXAA_QUALITY__PS 12 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.5 + #define FXAA_QUALITY__P2 2.0 + #define FXAA_QUALITY__P3 2.0 + #define FXAA_QUALITY__P4 2.0 + #define FXAA_QUALITY__P5 2.0 + #define FXAA_QUALITY__P6 2.0 + #define FXAA_QUALITY__P7 2.0 + #define FXAA_QUALITY__P8 2.0 + #define FXAA_QUALITY__P9 2.0 + #define FXAA_QUALITY__P10 4.0 + #define FXAA_QUALITY__P11 8.0 +#endif + +/*============================================================================ + FXAA QUALITY - EXTREME QUALITY +============================================================================*/ +#if (FXAA_QUALITY__PRESET == 39) + #define FXAA_QUALITY__PS 12 + #define FXAA_QUALITY__P0 1.0 + #define FXAA_QUALITY__P1 1.0 + #define FXAA_QUALITY__P2 1.0 + #define FXAA_QUALITY__P3 1.0 + #define FXAA_QUALITY__P4 1.0 + #define FXAA_QUALITY__P5 1.5 + #define FXAA_QUALITY__P6 2.0 + #define FXAA_QUALITY__P7 2.0 + #define FXAA_QUALITY__P8 2.0 + #define FXAA_QUALITY__P9 2.0 + #define FXAA_QUALITY__P10 4.0 + #define FXAA_QUALITY__P11 8.0 +#endif + + + +/*============================================================================ + + API PORTING + +============================================================================*/ +#if (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1) + #define FxaaBool bool + #define FxaaDiscard discard + #define FxaaFloat float + #define FxaaFloat2 vec2 + #define FxaaFloat3 vec3 + #define FxaaFloat4 vec4 + #define FxaaHalf float + #define FxaaHalf2 vec2 + #define FxaaHalf3 vec3 + #define FxaaHalf4 vec4 + #define FxaaInt2 ivec2 + #define FxaaSat(x) clamp(x, 0.0, 1.0) + #define FxaaTex sampler2D +#else + #define FxaaBool bool + #define FxaaDiscard clip(-1) + #define FxaaFloat float + #define FxaaFloat2 float2 + #define FxaaFloat3 float3 + #define FxaaFloat4 float4 + #define FxaaHalf half + #define FxaaHalf2 half2 + #define FxaaHalf3 half3 + #define FxaaHalf4 half4 + #define FxaaSat(x) saturate(x) +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_GLSL_120 == 1) + // Requires, + // #version 120 + // And at least, + // #extension GL_EXT_gpu_shader4 : enable + // (or set FXAA_FAST_PIXEL_OFFSET 1 to work like DX9) + #define FxaaTexTop(t, p) texture2DLod(t, p, 0.0) + #if (FXAA_FAST_PIXEL_OFFSET == 1) + #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o) + #else + #define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0) + #endif + #if (FXAA_GATHER4_ALPHA == 1) + // use #extension GL_ARB_gpu_shader5 : enable + #define FxaaTexAlpha4(t, p) textureGather(t, p, 3) + #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3) + #define FxaaTexGreen4(t, p) textureGather(t, p, 1) + #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1) + #endif +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_GLSL_130 == 1) + // Requires "#version 130" or better + #define FxaaTexTop(t, p) textureLod(t, p, 0.0) + #define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o) + #if (FXAA_GATHER4_ALPHA == 1) + // use #extension GL_ARB_gpu_shader5 : enable + #define FxaaTexAlpha4(t, p) textureGather(t, p, 3) + #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3) + #define FxaaTexGreen4(t, p) textureGather(t, p, 1) + #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1) + #endif +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_HLSL_3 == 1) || (FXAA_360 == 1) || (FXAA_PS3 == 1) + #define FxaaInt2 float2 + #define FxaaTex sampler2D + #define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0)) + #define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0)) +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_HLSL_4 == 1) + #define FxaaInt2 int2 + struct FxaaTex { SamplerState smpl; Texture2D tex; }; + #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0) + #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o) +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_HLSL_5 == 1) + #define FxaaInt2 int2 + struct FxaaTex { SamplerState smpl; Texture2D tex; }; + #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0) + #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o) + #define FxaaTexAlpha4(t, p) t.tex.GatherAlpha(t.smpl, p) + #define FxaaTexOffAlpha4(t, p, o) t.tex.GatherAlpha(t.smpl, p, o) + #define FxaaTexGreen4(t, p) t.tex.GatherGreen(t.smpl, p) + #define FxaaTexOffGreen4(t, p, o) t.tex.GatherGreen(t.smpl, p, o) +#endif + + +/*============================================================================ + GREEN AS LUMA OPTION SUPPORT FUNCTION +============================================================================*/ +#if (FXAA_GREEN_AS_LUMA == 0) + FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; } +#else + FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; } +#endif + + + + +/*============================================================================ + + FXAA3 QUALITY - PC + +============================================================================*/ +#if (FXAA_PC == 1) +/*--------------------------------------------------------------------------*/ +FxaaFloat4 FxaaPixelShader( + // + // Use noperspective interpolation here (turn off perspective interpolation). + // {xy} = center of pixel + FxaaFloat2 pos, + // + // Used only for FXAA Console, and not used on the 360 version. + // Use noperspective interpolation here (turn off perspective interpolation). + // {xy__} = upper left of pixel + // {__zw} = lower right of pixel + FxaaFloat4 fxaaConsolePosPos, + // + // Input color texture. + // {rgb_} = color in linear or perceptual color space + // if (FXAA_GREEN_AS_LUMA == 0) + // {___a} = luma in perceptual color space (not linear) + FxaaTex tex, + // + // Only used on the optimized 360 version of FXAA Console. + // For everything but 360, just use the same input here as for "tex". + // For 360, same texture, just alias with a 2nd sampler. + // This sampler needs to have an exponent bias of -1. + FxaaTex fxaaConsole360TexExpBiasNegOne, + // + // Only used on the optimized 360 version of FXAA Console. + // For everything but 360, just use the same input here as for "tex". + // For 360, same texture, just alias with a 3nd sampler. + // This sampler needs to have an exponent bias of -2. + FxaaTex fxaaConsole360TexExpBiasNegTwo, + // + // Only used on FXAA Quality. + // This must be from a constant/uniform. + // {x_} = 1.0/screenWidthInPixels + // {_y} = 1.0/screenHeightInPixels + FxaaFloat2 fxaaQualityRcpFrame, + // + // Only used on FXAA Console. + // This must be from a constant/uniform. + // This effects sub-pixel AA quality and inversely sharpness. + // Where N ranges between, + // N = 0.50 (default) + // N = 0.33 (sharper) + // {x___} = -N/screenWidthInPixels + // {_y__} = -N/screenHeightInPixels + // {__z_} = N/screenWidthInPixels + // {___w} = N/screenHeightInPixels + FxaaFloat4 fxaaConsoleRcpFrameOpt, + // + // Only used on FXAA Console. + // Not used on 360, but used on PS3 and PC. + // This must be from a constant/uniform. + // {x___} = -2.0/screenWidthInPixels + // {_y__} = -2.0/screenHeightInPixels + // {__z_} = 2.0/screenWidthInPixels + // {___w} = 2.0/screenHeightInPixels + FxaaFloat4 fxaaConsoleRcpFrameOpt2, + // + // Only used on FXAA Console. + // Only used on 360 in place of fxaaConsoleRcpFrameOpt2. + // This must be from a constant/uniform. + // {x___} = 8.0/screenWidthInPixels + // {_y__} = 8.0/screenHeightInPixels + // {__z_} = -4.0/screenWidthInPixels + // {___w} = -4.0/screenHeightInPixels + FxaaFloat4 fxaaConsole360RcpFrameOpt2, + // + // Only used on FXAA Quality. + // This used to be the FXAA_QUALITY__SUBPIX define. + // It is here now to allow easier tuning. + // Choose the amount of sub-pixel aliasing removal. + // This can effect sharpness. + // 1.00 - upper limit (softer) + // 0.75 - default amount of filtering + // 0.50 - lower limit (sharper, less sub-pixel aliasing removal) + // 0.25 - almost off + // 0.00 - completely off + FxaaFloat fxaaQualitySubpix, + // + // Only used on FXAA Quality. + // This used to be the FXAA_QUALITY__EDGE_THRESHOLD define. + // It is here now to allow easier tuning. + // The minimum amount of local contrast required to apply algorithm. + // 0.333 - too little (faster) + // 0.250 - low quality + // 0.166 - default + // 0.125 - high quality + // 0.063 - overkill (slower) + FxaaFloat fxaaQualityEdgeThreshold, + // + // Only used on FXAA Quality. + // This used to be the FXAA_QUALITY__EDGE_THRESHOLD_MIN define. + // It is here now to allow easier tuning. + // Trims the algorithm from processing darks. + // 0.0833 - upper limit (default, the start of visible unfiltered edges) + // 0.0625 - high quality (faster) + // 0.0312 - visible limit (slower) + // Special notes when using FXAA_GREEN_AS_LUMA, + // Likely want to set this to zero. + // As colors that are mostly not-green + // will appear very dark in the green channel! + // Tune by looking at mostly non-green content, + // then start at zero and increase until aliasing is a problem. + FxaaFloat fxaaQualityEdgeThresholdMin, + // + // Only used on FXAA Console. + // This used to be the FXAA_CONSOLE__EDGE_SHARPNESS define. + // It is here now to allow easier tuning. + // This does not effect PS3, as this needs to be compiled in. + // Use FXAA_CONSOLE__PS3_EDGE_SHARPNESS for PS3. + // Due to the PS3 being ALU bound, + // there are only three safe values here: 2 and 4 and 8. + // These options use the shaders ability to a free *|/ by 2|4|8. + // For all other platforms can be a non-power of two. + // 8.0 is sharper (default!!!) + // 4.0 is softer + // 2.0 is really soft (good only for vector graphics inputs) + FxaaFloat fxaaConsoleEdgeSharpness, + // + // Only used on FXAA Console. + // This used to be the FXAA_CONSOLE__EDGE_THRESHOLD define. + // It is here now to allow easier tuning. + // This does not effect PS3, as this needs to be compiled in. + // Use FXAA_CONSOLE__PS3_EDGE_THRESHOLD for PS3. + // Due to the PS3 being ALU bound, + // there are only two safe values here: 1/4 and 1/8. + // These options use the shaders ability to a free *|/ by 2|4|8. + // The console setting has a different mapping than the quality setting. + // Other platforms can use other values. + // 0.125 leaves less aliasing, but is softer (default!!!) + // 0.25 leaves more aliasing, and is sharper + FxaaFloat fxaaConsoleEdgeThreshold, + // + // Only used on FXAA Console. + // This used to be the FXAA_CONSOLE__EDGE_THRESHOLD_MIN define. + // It is here now to allow easier tuning. + // Trims the algorithm from processing darks. + // The console setting has a different mapping than the quality setting. + // This only applies when FXAA_EARLY_EXIT is 1. + // This does not apply to PS3, + // PS3 was simplified to avoid more shader instructions. + // 0.06 - faster but more aliasing in darks + // 0.05 - default + // 0.04 - slower and less aliasing in darks + // Special notes when using FXAA_GREEN_AS_LUMA, + // Likely want to set this to zero. + // As colors that are mostly not-green + // will appear very dark in the green channel! + // Tune by looking at mostly non-green content, + // then start at zero and increase until aliasing is a problem. + FxaaFloat fxaaConsoleEdgeThresholdMin, + // + // Extra constants for 360 FXAA Console only. + // Use zeros or anything else for other platforms. + // These must be in physical constant registers and NOT immedates. + // Immedates will result in compiler un-optimizing. + // {xyzw} = float4(1.0, -1.0, 0.25, -0.25) + FxaaFloat4 fxaaConsole360ConstDir +) { +/*--------------------------------------------------------------------------*/ + FxaaFloat2 posM; + posM.x = pos.x; + posM.y = pos.y; + #if (FXAA_GATHER4_ALPHA == 1) + #if (FXAA_DISCARD == 0) + FxaaFloat4 rgbyM = FxaaTexTop(tex, posM); + #if (FXAA_GREEN_AS_LUMA == 0) + #define lumaM rgbyM.w + #else + #define lumaM rgbyM.y + #endif + #endif + #if (FXAA_GREEN_AS_LUMA == 0) + FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM); + FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1)); + #else + FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM); + FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1)); + #endif + #if (FXAA_DISCARD == 1) + #define lumaM luma4A.w + #endif + #define lumaE luma4A.z + #define lumaS luma4A.x + #define lumaSE luma4A.y + #define lumaNW luma4B.w + #define lumaN luma4B.z + #define lumaW luma4B.x + #else + FxaaFloat4 rgbyM = FxaaTexTop(tex, posM); + #if (FXAA_GREEN_AS_LUMA == 0) + #define lumaM rgbyM.w + #else + #define lumaM rgbyM.y + #endif + FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy)); + #endif +/*--------------------------------------------------------------------------*/ + FxaaFloat maxSM = max(lumaS, lumaM); + FxaaFloat minSM = min(lumaS, lumaM); + FxaaFloat maxESM = max(lumaE, maxSM); + FxaaFloat minESM = min(lumaE, minSM); + FxaaFloat maxWN = max(lumaN, lumaW); + FxaaFloat minWN = min(lumaN, lumaW); + FxaaFloat rangeMax = max(maxWN, maxESM); + FxaaFloat rangeMin = min(minWN, minESM); + FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold; + FxaaFloat range = rangeMax - rangeMin; + FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled); + FxaaBool earlyExit = range < rangeMaxClamped; +/*--------------------------------------------------------------------------*/ + if(earlyExit) + #if (FXAA_DISCARD == 1) + FxaaDiscard; + #else + return rgbyM; + #endif +/*--------------------------------------------------------------------------*/ + #if (FXAA_GATHER4_ALPHA == 0) + FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy)); + #else + FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy)); + FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy)); + #endif +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaNS = lumaN + lumaS; + FxaaFloat lumaWE = lumaW + lumaE; + FxaaFloat subpixRcpRange = 1.0/range; + FxaaFloat subpixNSWE = lumaNS + lumaWE; + FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS; + FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE; +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaNESE = lumaNE + lumaSE; + FxaaFloat lumaNWNE = lumaNW + lumaNE; + FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE; + FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE; +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaNWSW = lumaNW + lumaSW; + FxaaFloat lumaSWSE = lumaSW + lumaSE; + FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2); + FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2); + FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW; + FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE; + FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4; + FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4; +/*--------------------------------------------------------------------------*/ + FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE; + FxaaFloat lengthSign = fxaaQualityRcpFrame.x; + FxaaBool horzSpan = edgeHorz >= edgeVert; + FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE; +/*--------------------------------------------------------------------------*/ + if(!horzSpan) lumaN = lumaW; + if(!horzSpan) lumaS = lumaE; + if(horzSpan) lengthSign = fxaaQualityRcpFrame.y; + FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM; +/*--------------------------------------------------------------------------*/ + FxaaFloat gradientN = lumaN - lumaM; + FxaaFloat gradientS = lumaS - lumaM; + FxaaFloat lumaNN = lumaN + lumaM; + FxaaFloat lumaSS = lumaS + lumaM; + FxaaBool pairN = abs(gradientN) >= abs(gradientS); + FxaaFloat gradient = max(abs(gradientN), abs(gradientS)); + if(pairN) lengthSign = -lengthSign; + FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange); +/*--------------------------------------------------------------------------*/ + FxaaFloat2 posB; + posB.x = posM.x; + posB.y = posM.y; + FxaaFloat2 offNP; + offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x; + offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y; + if(!horzSpan) posB.x += lengthSign * 0.5; + if( horzSpan) posB.y += lengthSign * 0.5; +/*--------------------------------------------------------------------------*/ + FxaaFloat2 posN; + posN.x = posB.x - offNP.x * FXAA_QUALITY__P0; + posN.y = posB.y - offNP.y * FXAA_QUALITY__P0; + FxaaFloat2 posP; + posP.x = posB.x + offNP.x * FXAA_QUALITY__P0; + posP.y = posB.y + offNP.y * FXAA_QUALITY__P0; + FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0; + FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN)); + FxaaFloat subpixE = subpixC * subpixC; + FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP)); +/*--------------------------------------------------------------------------*/ + if(!pairN) lumaNN = lumaSS; + FxaaFloat gradientScaled = gradient * 1.0/4.0; + FxaaFloat lumaMM = lumaM - lumaNN * 0.5; + FxaaFloat subpixF = subpixD * subpixE; + FxaaBool lumaMLTZero = lumaMM < 0.0; +/*--------------------------------------------------------------------------*/ + lumaEndN -= lumaNN * 0.5; + lumaEndP -= lumaNN * 0.5; + FxaaBool doneN = abs(lumaEndN) >= gradientScaled; + FxaaBool doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P1; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P1; + FxaaBool doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P1; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P1; +/*--------------------------------------------------------------------------*/ + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P2; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P2; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P2; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P2; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 3) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P3; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P3; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P3; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P3; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 4) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P4; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P4; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P4; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P4; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 5) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P5; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P5; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P5; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P5; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 6) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P6; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P6; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P6; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P6; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 7) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P7; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P7; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P7; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P7; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 8) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P8; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P8; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P8; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P8; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 9) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P9; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P9; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P9; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P9; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 10) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P10; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P10; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P10; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P10; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 11) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P11; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P11; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P11; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P11; +/*--------------------------------------------------------------------------*/ + #if (FXAA_QUALITY__PS > 12) + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P12; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P12; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P12; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P12; +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } + #endif +/*--------------------------------------------------------------------------*/ + } +/*--------------------------------------------------------------------------*/ + FxaaFloat dstN = posM.x - posN.x; + FxaaFloat dstP = posP.x - posM.x; + if(!horzSpan) dstN = posM.y - posN.y; + if(!horzSpan) dstP = posP.y - posM.y; +/*--------------------------------------------------------------------------*/ + FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero; + FxaaFloat spanLength = (dstP + dstN); + FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero; + FxaaFloat spanLengthRcp = 1.0/spanLength; +/*--------------------------------------------------------------------------*/ + FxaaBool directionN = dstN < dstP; + FxaaFloat dst = min(dstN, dstP); + FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP; + FxaaFloat subpixG = subpixF * subpixF; + FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5; + FxaaFloat subpixH = subpixG * fxaaQualitySubpix; +/*--------------------------------------------------------------------------*/ + FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0; + FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH); + if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign; + if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign; + #if (FXAA_DISCARD == 1) + return FxaaTexTop(tex, posM); + #else + return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM); + #endif +} +/*==========================================================================*/ +#endif + + + + +/*============================================================================ + + FXAA3 CONSOLE - PC VERSION + +------------------------------------------------------------------------------ +Instead of using this on PC, I'd suggest just using FXAA Quality with + #define FXAA_QUALITY__PRESET 10 +Or + #define FXAA_QUALITY__PRESET 20 +Either are higher qualilty and almost as fast as this on modern PC GPUs. +============================================================================*/ +#if (FXAA_PC_CONSOLE == 1) +/*--------------------------------------------------------------------------*/ +FxaaFloat4 FxaaPixelShader( + // See FXAA Quality FxaaPixelShader() source for docs on Inputs! + FxaaFloat2 pos, + FxaaFloat4 fxaaConsolePosPos, + FxaaTex tex, + FxaaTex fxaaConsole360TexExpBiasNegOne, + FxaaTex fxaaConsole360TexExpBiasNegTwo, + FxaaFloat2 fxaaQualityRcpFrame, + FxaaFloat4 fxaaConsoleRcpFrameOpt, + FxaaFloat4 fxaaConsoleRcpFrameOpt2, + FxaaFloat4 fxaaConsole360RcpFrameOpt2, + FxaaFloat fxaaQualitySubpix, + FxaaFloat fxaaQualityEdgeThreshold, + FxaaFloat fxaaQualityEdgeThresholdMin, + FxaaFloat fxaaConsoleEdgeSharpness, + FxaaFloat fxaaConsoleEdgeThreshold, + FxaaFloat fxaaConsoleEdgeThresholdMin, + FxaaFloat4 fxaaConsole360ConstDir +) { +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaNw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xy)); + FxaaFloat lumaSw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xw)); + FxaaFloat lumaNe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zy)); + FxaaFloat lumaSe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zw)); +/*--------------------------------------------------------------------------*/ + FxaaFloat4 rgbyM = FxaaTexTop(tex, pos.xy); + #if (FXAA_GREEN_AS_LUMA == 0) + FxaaFloat lumaM = rgbyM.w; + #else + FxaaFloat lumaM = rgbyM.y; + #endif +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaMaxNwSw = max(lumaNw, lumaSw); + lumaNe += 1.0/384.0; + FxaaFloat lumaMinNwSw = min(lumaNw, lumaSw); +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaMaxNeSe = max(lumaNe, lumaSe); + FxaaFloat lumaMinNeSe = min(lumaNe, lumaSe); +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaMax = max(lumaMaxNeSe, lumaMaxNwSw); + FxaaFloat lumaMin = min(lumaMinNeSe, lumaMinNwSw); +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaMaxScaled = lumaMax * fxaaConsoleEdgeThreshold; +/*--------------------------------------------------------------------------*/ + FxaaFloat lumaMinM = min(lumaMin, lumaM); + FxaaFloat lumaMaxScaledClamped = max(fxaaConsoleEdgeThresholdMin, lumaMaxScaled); + FxaaFloat lumaMaxM = max(lumaMax, lumaM); + FxaaFloat dirSwMinusNe = lumaSw - lumaNe; + FxaaFloat lumaMaxSubMinM = lumaMaxM - lumaMinM; + FxaaFloat dirSeMinusNw = lumaSe - lumaNw; + if(lumaMaxSubMinM < lumaMaxScaledClamped) return rgbyM; +/*--------------------------------------------------------------------------*/ + FxaaFloat2 dir; + dir.x = dirSwMinusNe + dirSeMinusNw; + dir.y = dirSwMinusNe - dirSeMinusNw; +/*--------------------------------------------------------------------------*/ + FxaaFloat2 dir1 = normalize(dir.xy); + FxaaFloat4 rgbyN1 = FxaaTexTop(tex, pos.xy - dir1 * fxaaConsoleRcpFrameOpt.zw); + FxaaFloat4 rgbyP1 = FxaaTexTop(tex, pos.xy + dir1 * fxaaConsoleRcpFrameOpt.zw); +/*--------------------------------------------------------------------------*/ + FxaaFloat dirAbsMinTimesC = min(abs(dir1.x), abs(dir1.y)) * fxaaConsoleEdgeSharpness; + FxaaFloat2 dir2 = clamp(dir1.xy / dirAbsMinTimesC, -2.0, 2.0); +/*--------------------------------------------------------------------------*/ + FxaaFloat4 rgbyN2 = FxaaTexTop(tex, pos.xy - dir2 * fxaaConsoleRcpFrameOpt2.zw); + FxaaFloat4 rgbyP2 = FxaaTexTop(tex, pos.xy + dir2 * fxaaConsoleRcpFrameOpt2.zw); +/*--------------------------------------------------------------------------*/ + FxaaFloat4 rgbyA = rgbyN1 + rgbyP1; + FxaaFloat4 rgbyB = ((rgbyN2 + rgbyP2) * 0.25) + (rgbyA * 0.25); +/*--------------------------------------------------------------------------*/ + #if (FXAA_GREEN_AS_LUMA == 0) + FxaaBool twoTap = (rgbyB.w < lumaMin) || (rgbyB.w > lumaMax); + #else + FxaaBool twoTap = (rgbyB.y < lumaMin) || (rgbyB.y > lumaMax); + #endif + if(twoTap) rgbyB.xyz = rgbyA.xyz * 0.5; + return rgbyB; } +/*==========================================================================*/ +#endif + + + +/*============================================================================ + + FXAA3 CONSOLE - 360 PIXEL SHADER + +------------------------------------------------------------------------------ +This optimized version thanks to suggestions from Andy Luedke. +Should be fully tex bound in all cases. +As of the FXAA 3.11 release, I have still not tested this code, +however I fixed a bug which was in both FXAA 3.9 and FXAA 3.10. +And note this is replacing the old unoptimized version. +If it does not work, please let me know so I can fix it. +============================================================================*/ +#if (FXAA_360 == 1) +/*--------------------------------------------------------------------------*/ +[reduceTempRegUsage(4)] +float4 FxaaPixelShader( + // See FXAA Quality FxaaPixelShader() source for docs on Inputs! + FxaaFloat2 pos, + FxaaFloat4 fxaaConsolePosPos, + FxaaTex tex, + FxaaTex fxaaConsole360TexExpBiasNegOne, + FxaaTex fxaaConsole360TexExpBiasNegTwo, + FxaaFloat2 fxaaQualityRcpFrame, + FxaaFloat4 fxaaConsoleRcpFrameOpt, + FxaaFloat4 fxaaConsoleRcpFrameOpt2, + FxaaFloat4 fxaaConsole360RcpFrameOpt2, + FxaaFloat fxaaQualitySubpix, + FxaaFloat fxaaQualityEdgeThreshold, + FxaaFloat fxaaQualityEdgeThresholdMin, + FxaaFloat fxaaConsoleEdgeSharpness, + FxaaFloat fxaaConsoleEdgeThreshold, + FxaaFloat fxaaConsoleEdgeThresholdMin, + FxaaFloat4 fxaaConsole360ConstDir +) { +/*--------------------------------------------------------------------------*/ + float4 lumaNwNeSwSe; + #if (FXAA_GREEN_AS_LUMA == 0) + asm { + tfetch2D lumaNwNeSwSe.w___, tex, pos.xy, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false + tfetch2D lumaNwNeSwSe._w__, tex, pos.xy, OffsetX = 0.5, OffsetY = -0.5, UseComputedLOD=false + tfetch2D lumaNwNeSwSe.__w_, tex, pos.xy, OffsetX = -0.5, OffsetY = 0.5, UseComputedLOD=false + tfetch2D lumaNwNeSwSe.___w, tex, pos.xy, OffsetX = 0.5, OffsetY = 0.5, UseComputedLOD=false + }; + #else + asm { + tfetch2D lumaNwNeSwSe.y___, tex, pos.xy, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false + tfetch2D lumaNwNeSwSe._y__, tex, pos.xy, OffsetX = 0.5, OffsetY = -0.5, UseComputedLOD=false + tfetch2D lumaNwNeSwSe.__y_, tex, pos.xy, OffsetX = -0.5, OffsetY = 0.5, UseComputedLOD=false + tfetch2D lumaNwNeSwSe.___y, tex, pos.xy, OffsetX = 0.5, OffsetY = 0.5, UseComputedLOD=false + }; + #endif +/*--------------------------------------------------------------------------*/ + lumaNwNeSwSe.y += 1.0/384.0; + float2 lumaMinTemp = min(lumaNwNeSwSe.xy, lumaNwNeSwSe.zw); + float2 lumaMaxTemp = max(lumaNwNeSwSe.xy, lumaNwNeSwSe.zw); + float lumaMin = min(lumaMinTemp.x, lumaMinTemp.y); + float lumaMax = max(lumaMaxTemp.x, lumaMaxTemp.y); +/*--------------------------------------------------------------------------*/ + float4 rgbyM = tex2Dlod(tex, float4(pos.xy, 0.0, 0.0)); + #if (FXAA_GREEN_AS_LUMA == 0) + float lumaMinM = min(lumaMin, rgbyM.w); + float lumaMaxM = max(lumaMax, rgbyM.w); + #else + float lumaMinM = min(lumaMin, rgbyM.y); + float lumaMaxM = max(lumaMax, rgbyM.y); + #endif + if((lumaMaxM - lumaMinM) < max(fxaaConsoleEdgeThresholdMin, lumaMax * fxaaConsoleEdgeThreshold)) return rgbyM; +/*--------------------------------------------------------------------------*/ + float2 dir; + dir.x = dot(lumaNwNeSwSe, fxaaConsole360ConstDir.yyxx); + dir.y = dot(lumaNwNeSwSe, fxaaConsole360ConstDir.xyxy); + dir = normalize(dir); +/*--------------------------------------------------------------------------*/ + float4 dir1 = dir.xyxy * fxaaConsoleRcpFrameOpt.xyzw; +/*--------------------------------------------------------------------------*/ + float4 dir2; + float dirAbsMinTimesC = min(abs(dir.x), abs(dir.y)) * fxaaConsoleEdgeSharpness; + dir2 = saturate(fxaaConsole360ConstDir.zzww * dir.xyxy / dirAbsMinTimesC + 0.5); + dir2 = dir2 * fxaaConsole360RcpFrameOpt2.xyxy + fxaaConsole360RcpFrameOpt2.zwzw; +/*--------------------------------------------------------------------------*/ + float4 rgbyN1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.xy, 0.0, 0.0)); + float4 rgbyP1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.zw, 0.0, 0.0)); + float4 rgbyN2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.xy, 0.0, 0.0)); + float4 rgbyP2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.zw, 0.0, 0.0)); +/*--------------------------------------------------------------------------*/ + float4 rgbyA = rgbyN1 + rgbyP1; + float4 rgbyB = rgbyN2 + rgbyP2 + rgbyA * 0.5; +/*--------------------------------------------------------------------------*/ + float4 rgbyR = ((FxaaLuma(rgbyB) - lumaMax) > 0.0) ? rgbyA : rgbyB; + rgbyR = ((FxaaLuma(rgbyB) - lumaMin) > 0.0) ? rgbyR : rgbyA; + return rgbyR; } +/*==========================================================================*/ +#endif + + + +/*============================================================================ + + FXAA3 CONSOLE - OPTIMIZED PS3 PIXEL SHADER (NO EARLY EXIT) + +============================================================================== +The code below does not exactly match the assembly. +I have a feeling that 12 cycles is possible, but was not able to get there. +Might have to increase register count to get full performance. +Note this shader does not use perspective interpolation. + +Use the following cgc options, + + --fenable-bx2 --fastmath --fastprecision --nofloatbindings + +------------------------------------------------------------------------------ + NVSHADERPERF OUTPUT +------------------------------------------------------------------------------ +For reference and to aid in debug, output of NVShaderPerf should match this, + +Shader to schedule: + 0: texpkb h0.w(TRUE), v5.zyxx, #0 + 2: addh h2.z(TRUE), h0.w, constant(0.001953, 0.000000, 0.000000, 0.000000).x + 4: texpkb h0.w(TRUE), v5.xwxx, #0 + 6: addh h0.z(TRUE), -h2, h0.w + 7: texpkb h1.w(TRUE), v5, #0 + 9: addh h0.x(TRUE), h0.z, -h1.w + 10: addh h3.w(TRUE), h0.z, h1 + 11: texpkb h2.w(TRUE), v5.zwzz, #0 + 13: addh h0.z(TRUE), h3.w, -h2.w + 14: addh h0.x(TRUE), h2.w, h0 + 15: nrmh h1.xz(TRUE), h0_n + 16: minh_m8 h0.x(TRUE), |h1|, |h1.z| + 17: maxh h4.w(TRUE), h0, h1 + 18: divx h2.xy(TRUE), h1_n.xzzw, h0_n + 19: movr r1.zw(TRUE), v4.xxxy + 20: madr r2.xz(TRUE), -h1, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zzww, r1.zzww + 22: minh h5.w(TRUE), h0, h1 + 23: texpkb h0(TRUE), r2.xzxx, #0 + 25: madr r0.zw(TRUE), h1.xzxz, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w), r1 + 27: maxh h4.x(TRUE), h2.z, h2.w + 28: texpkb h1(TRUE), r0.zwzz, #0 + 30: addh_d2 h1(TRUE), h0, h1 + 31: madr r0.xy(TRUE), -h2, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz + 33: texpkb h0(TRUE), r0, #0 + 35: minh h4.z(TRUE), h2, h2.w + 36: fenct TRUE + 37: madr r1.xy(TRUE), h2, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz + 39: texpkb h2(TRUE), r1, #0 + 41: addh_d2 h0(TRUE), h0, h2 + 42: maxh h2.w(TRUE), h4, h4.x + 43: minh h2.x(TRUE), h5.w, h4.z + 44: addh_d2 h0(TRUE), h0, h1 + 45: slth h2.x(TRUE), h0.w, h2 + 46: sgth h2.w(TRUE), h0, h2 + 47: movh h0(TRUE), h0 + 48: addx.c0 rc(TRUE), h2, h2.w + 49: movh h0(c0.NE.x), h1 + +IPU0 ------ Simplified schedule: -------- +Pass | Unit | uOp | PC: Op +-----+--------+------+------------------------- + 1 | SCT0/1 | mov | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; + | TEX | txl | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; + | SCB1 | add | 2: ADDh h2.z, h0.--w-, const.--x-; + | | | + 2 | SCT0/1 | mov | 4: TXLr h0.w, g[TEX1].xwxx, const.xxxx, TEX0; + | TEX | txl | 4: TXLr h0.w, g[TEX1].xwxx, const.xxxx, TEX0; + | SCB1 | add | 6: ADDh h0.z,-h2, h0.--w-; + | | | + 3 | SCT0/1 | mov | 7: TXLr h1.w, g[TEX1], const.xxxx, TEX0; + | TEX | txl | 7: TXLr h1.w, g[TEX1], const.xxxx, TEX0; + | SCB0 | add | 9: ADDh h0.x, h0.z---,-h1.w---; + | SCB1 | add | 10: ADDh h3.w, h0.---z, h1; + | | | + 4 | SCT0/1 | mov | 11: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; + | TEX | txl | 11: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; + | SCB0 | add | 14: ADDh h0.x, h2.w---, h0; + | SCB1 | add | 13: ADDh h0.z, h3.--w-,-h2.--w-; + | | | + 5 | SCT1 | mov | 15: NRMh h1.xz, h0; + | SRB | nrm | 15: NRMh h1.xz, h0; + | SCB0 | min | 16: MINh*8 h0.x, |h1|, |h1.z---|; + | SCB1 | max | 17: MAXh h4.w, h0, h1; + | | | + 6 | SCT0 | div | 18: DIVx h2.xy, h1.xz--, h0; + | SCT1 | mov | 19: MOVr r1.zw, g[TEX0].--xy; + | SCB0 | mad | 20: MADr r2.xz,-h1, const.z-w-, r1.z-w-; + | SCB1 | min | 22: MINh h5.w, h0, h1; + | | | + 7 | SCT0/1 | mov | 23: TXLr h0, r2.xzxx, const.xxxx, TEX0; + | TEX | txl | 23: TXLr h0, r2.xzxx, const.xxxx, TEX0; + | SCB0 | max | 27: MAXh h4.x, h2.z---, h2.w---; + | SCB1 | mad | 25: MADr r0.zw, h1.--xz, const, r1; + | | | + 8 | SCT0/1 | mov | 28: TXLr h1, r0.zwzz, const.xxxx, TEX0; + | TEX | txl | 28: TXLr h1, r0.zwzz, const.xxxx, TEX0; + | SCB0/1 | add | 30: ADDh/2 h1, h0, h1; + | | | + 9 | SCT0 | mad | 31: MADr r0.xy,-h2, const.xy--, r1.zw--; + | SCT1 | mov | 33: TXLr h0, r0, const.zzzz, TEX0; + | TEX | txl | 33: TXLr h0, r0, const.zzzz, TEX0; + | SCB1 | min | 35: MINh h4.z, h2, h2.--w-; + | | | + 10 | SCT0 | mad | 37: MADr r1.xy, h2, const.xy--, r1.zw--; + | SCT1 | mov | 39: TXLr h2, r1, const.zzzz, TEX0; + | TEX | txl | 39: TXLr h2, r1, const.zzzz, TEX0; + | SCB0/1 | add | 41: ADDh/2 h0, h0, h2; + | | | + 11 | SCT0 | min | 43: MINh h2.x, h5.w---, h4.z---; + | SCT1 | max | 42: MAXh h2.w, h4, h4.---x; + | SCB0/1 | add | 44: ADDh/2 h0, h0, h1; + | | | + 12 | SCT0 | set | 45: SLTh h2.x, h0.w---, h2; + | SCT1 | set | 46: SGTh h2.w, h0, h2; + | SCB0/1 | mul | 47: MOVh h0, h0; + | | | + 13 | SCT0 | mad | 48: ADDxc0_s rc, h2, h2.w---; + | SCB0/1 | mul | 49: MOVh h0(NE0.xxxx), h1; + +Pass SCT TEX SCB + 1: 0% 100% 25% + 2: 0% 100% 25% + 3: 0% 100% 50% + 4: 0% 100% 50% + 5: 0% 0% 50% + 6: 100% 0% 75% + 7: 0% 100% 75% + 8: 0% 100% 100% + 9: 0% 100% 25% + 10: 0% 100% 100% + 11: 50% 0% 100% + 12: 50% 0% 100% + 13: 25% 0% 100% + +MEAN: 17% 61% 67% + +Pass SCT0 SCT1 TEX SCB0 SCB1 + 1: 0% 0% 100% 0% 100% + 2: 0% 0% 100% 0% 100% + 3: 0% 0% 100% 100% 100% + 4: 0% 0% 100% 100% 100% + 5: 0% 0% 0% 100% 100% + 6: 100% 100% 0% 100% 100% + 7: 0% 0% 100% 100% 100% + 8: 0% 0% 100% 100% 100% + 9: 0% 0% 100% 0% 100% + 10: 0% 0% 100% 100% 100% + 11: 100% 100% 0% 100% 100% + 12: 100% 100% 0% 100% 100% + 13: 100% 0% 0% 100% 100% + +MEAN: 30% 23% 61% 76% 100% +Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5 +Results 13 cycles, 3 r regs, 923,076,923 pixels/s +============================================================================*/ +#if (FXAA_PS3 == 1) && (FXAA_EARLY_EXIT == 0) +/*--------------------------------------------------------------------------*/ +#pragma regcount 7 +#pragma disablepc all +#pragma option O3 +#pragma option OutColorPrec=fp16 +#pragma texformat default RGBA8 +/*==========================================================================*/ +half4 FxaaPixelShader( + // See FXAA Quality FxaaPixelShader() source for docs on Inputs! + FxaaFloat2 pos, + FxaaFloat4 fxaaConsolePosPos, + FxaaTex tex, + FxaaTex fxaaConsole360TexExpBiasNegOne, + FxaaTex fxaaConsole360TexExpBiasNegTwo, + FxaaFloat2 fxaaQualityRcpFrame, + FxaaFloat4 fxaaConsoleRcpFrameOpt, + FxaaFloat4 fxaaConsoleRcpFrameOpt2, + FxaaFloat4 fxaaConsole360RcpFrameOpt2, + FxaaFloat fxaaQualitySubpix, + FxaaFloat fxaaQualityEdgeThreshold, + FxaaFloat fxaaQualityEdgeThresholdMin, + FxaaFloat fxaaConsoleEdgeSharpness, + FxaaFloat fxaaConsoleEdgeThreshold, + FxaaFloat fxaaConsoleEdgeThresholdMin, + FxaaFloat4 fxaaConsole360ConstDir +) { +/*--------------------------------------------------------------------------*/ +// (1) + half4 dir; + half4 lumaNe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zy, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + lumaNe.w += half(1.0/512.0); + dir.x = -lumaNe.w; + dir.z = -lumaNe.w; + #else + lumaNe.y += half(1.0/512.0); + dir.x = -lumaNe.y; + dir.z = -lumaNe.y; + #endif +/*--------------------------------------------------------------------------*/ +// (2) + half4 lumaSw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xw, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + dir.x += lumaSw.w; + dir.z += lumaSw.w; + #else + dir.x += lumaSw.y; + dir.z += lumaSw.y; + #endif +/*--------------------------------------------------------------------------*/ +// (3) + half4 lumaNw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xy, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + dir.x -= lumaNw.w; + dir.z += lumaNw.w; + #else + dir.x -= lumaNw.y; + dir.z += lumaNw.y; + #endif +/*--------------------------------------------------------------------------*/ +// (4) + half4 lumaSe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zw, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + dir.x += lumaSe.w; + dir.z -= lumaSe.w; + #else + dir.x += lumaSe.y; + dir.z -= lumaSe.y; + #endif +/*--------------------------------------------------------------------------*/ +// (5) + half4 dir1_pos; + dir1_pos.xy = normalize(dir.xyz).xz; + half dirAbsMinTimesC = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS); +/*--------------------------------------------------------------------------*/ +// (6) + half4 dir2_pos; + dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimesC, half(-2.0), half(2.0)); + dir1_pos.zw = pos.xy; + dir2_pos.zw = pos.xy; + half4 temp1N; + temp1N.xy = dir1_pos.zw - dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; +/*--------------------------------------------------------------------------*/ +// (7) + temp1N = h4tex2Dlod(tex, half4(temp1N.xy, 0.0, 0.0)); + half4 rgby1; + rgby1.xy = dir1_pos.zw + dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; +/*--------------------------------------------------------------------------*/ +// (8) + rgby1 = h4tex2Dlod(tex, half4(rgby1.xy, 0.0, 0.0)); + rgby1 = (temp1N + rgby1) * 0.5; +/*--------------------------------------------------------------------------*/ +// (9) + half4 temp2N; + temp2N.xy = dir2_pos.zw - dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; + temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0)); +/*--------------------------------------------------------------------------*/ +// (10) + half4 rgby2; + rgby2.xy = dir2_pos.zw + dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; + rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0)); + rgby2 = (temp2N + rgby2) * 0.5; +/*--------------------------------------------------------------------------*/ +// (11) + // compilier moves these scalar ops up to other cycles + #if (FXAA_GREEN_AS_LUMA == 0) + half lumaMin = min(min(lumaNw.w, lumaSw.w), min(lumaNe.w, lumaSe.w)); + half lumaMax = max(max(lumaNw.w, lumaSw.w), max(lumaNe.w, lumaSe.w)); + #else + half lumaMin = min(min(lumaNw.y, lumaSw.y), min(lumaNe.y, lumaSe.y)); + half lumaMax = max(max(lumaNw.y, lumaSw.y), max(lumaNe.y, lumaSe.y)); + #endif + rgby2 = (rgby2 + rgby1) * 0.5; +/*--------------------------------------------------------------------------*/ +// (12) + #if (FXAA_GREEN_AS_LUMA == 0) + bool twoTapLt = rgby2.w < lumaMin; + bool twoTapGt = rgby2.w > lumaMax; + #else + bool twoTapLt = rgby2.y < lumaMin; + bool twoTapGt = rgby2.y > lumaMax; + #endif +/*--------------------------------------------------------------------------*/ +// (13) + if(twoTapLt || twoTapGt) rgby2 = rgby1; +/*--------------------------------------------------------------------------*/ + return rgby2; } +/*==========================================================================*/ +#endif + + + +/*============================================================================ + + FXAA3 CONSOLE - OPTIMIZED PS3 PIXEL SHADER (WITH EARLY EXIT) + +============================================================================== +The code mostly matches the assembly. +I have a feeling that 14 cycles is possible, but was not able to get there. +Might have to increase register count to get full performance. +Note this shader does not use perspective interpolation. + +Use the following cgc options, + + --fenable-bx2 --fastmath --fastprecision --nofloatbindings + +Use of FXAA_GREEN_AS_LUMA currently adds a cycle (16 clks). +Will look at fixing this for FXAA 3.12. +------------------------------------------------------------------------------ + NVSHADERPERF OUTPUT +------------------------------------------------------------------------------ +For reference and to aid in debug, output of NVShaderPerf should match this, + +Shader to schedule: + 0: texpkb h0.w(TRUE), v5.zyxx, #0 + 2: addh h2.y(TRUE), h0.w, constant(0.001953, 0.000000, 0.000000, 0.000000).x + 4: texpkb h1.w(TRUE), v5.xwxx, #0 + 6: addh h0.x(TRUE), h1.w, -h2.y + 7: texpkb h2.w(TRUE), v5.zwzz, #0 + 9: minh h4.w(TRUE), h2.y, h2 + 10: maxh h5.x(TRUE), h2.y, h2.w + 11: texpkb h0.w(TRUE), v5, #0 + 13: addh h3.w(TRUE), -h0, h0.x + 14: addh h0.x(TRUE), h0.w, h0 + 15: addh h0.z(TRUE), -h2.w, h0.x + 16: addh h0.x(TRUE), h2.w, h3.w + 17: minh h5.y(TRUE), h0.w, h1.w + 18: nrmh h2.xz(TRUE), h0_n + 19: minh_m8 h2.w(TRUE), |h2.x|, |h2.z| + 20: divx h4.xy(TRUE), h2_n.xzzw, h2_n.w + 21: movr r1.zw(TRUE), v4.xxxy + 22: maxh h2.w(TRUE), h0, h1 + 23: fenct TRUE + 24: madr r0.xy(TRUE), -h2.xzzw, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zwzz, r1.zwzz + 26: texpkb h0(TRUE), r0, #0 + 28: maxh h5.x(TRUE), h2.w, h5 + 29: minh h5.w(TRUE), h5.y, h4 + 30: madr r1.xy(TRUE), h2.xzzw, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zwzz, r1.zwzz + 32: texpkb h2(TRUE), r1, #0 + 34: addh_d2 h2(TRUE), h0, h2 + 35: texpkb h1(TRUE), v4, #0 + 37: maxh h5.y(TRUE), h5.x, h1.w + 38: minh h4.w(TRUE), h1, h5 + 39: madr r0.xy(TRUE), -h4, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz + 41: texpkb h0(TRUE), r0, #0 + 43: addh_m8 h5.z(TRUE), h5.y, -h4.w + 44: madr r2.xy(TRUE), h4, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz + 46: texpkb h3(TRUE), r2, #0 + 48: addh_d2 h0(TRUE), h0, h3 + 49: addh_d2 h3(TRUE), h0, h2 + 50: movh h0(TRUE), h3 + 51: slth h3.x(TRUE), h3.w, h5.w + 52: sgth h3.w(TRUE), h3, h5.x + 53: addx.c0 rc(TRUE), h3.x, h3 + 54: slth.c0 rc(TRUE), h5.z, h5 + 55: movh h0(c0.NE.w), h2 + 56: movh h0(c0.NE.x), h1 + +IPU0 ------ Simplified schedule: -------- +Pass | Unit | uOp | PC: Op +-----+--------+------+------------------------- + 1 | SCT0/1 | mov | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; + | TEX | txl | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; + | SCB0 | add | 2: ADDh h2.y, h0.-w--, const.-x--; + | | | + 2 | SCT0/1 | mov | 4: TXLr h1.w, g[TEX1].xwxx, const.xxxx, TEX0; + | TEX | txl | 4: TXLr h1.w, g[TEX1].xwxx, const.xxxx, TEX0; + | SCB0 | add | 6: ADDh h0.x, h1.w---,-h2.y---; + | | | + 3 | SCT0/1 | mov | 7: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; + | TEX | txl | 7: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; + | SCB0 | max | 10: MAXh h5.x, h2.y---, h2.w---; + | SCB1 | min | 9: MINh h4.w, h2.---y, h2; + | | | + 4 | SCT0/1 | mov | 11: TXLr h0.w, g[TEX1], const.xxxx, TEX0; + | TEX | txl | 11: TXLr h0.w, g[TEX1], const.xxxx, TEX0; + | SCB0 | add | 14: ADDh h0.x, h0.w---, h0; + | SCB1 | add | 13: ADDh h3.w,-h0, h0.---x; + | | | + 5 | SCT0 | mad | 16: ADDh h0.x, h2.w---, h3.w---; + | SCT1 | mad | 15: ADDh h0.z,-h2.--w-, h0.--x-; + | SCB0 | min | 17: MINh h5.y, h0.-w--, h1.-w--; + | | | + 6 | SCT1 | mov | 18: NRMh h2.xz, h0; + | SRB | nrm | 18: NRMh h2.xz, h0; + | SCB1 | min | 19: MINh*8 h2.w, |h2.---x|, |h2.---z|; + | | | + 7 | SCT0 | div | 20: DIVx h4.xy, h2.xz--, h2.ww--; + | SCT1 | mov | 21: MOVr r1.zw, g[TEX0].--xy; + | SCB1 | max | 22: MAXh h2.w, h0, h1; + | | | + 8 | SCT0 | mad | 24: MADr r0.xy,-h2.xz--, const.zw--, r1.zw--; + | SCT1 | mov | 26: TXLr h0, r0, const.xxxx, TEX0; + | TEX | txl | 26: TXLr h0, r0, const.xxxx, TEX0; + | SCB0 | max | 28: MAXh h5.x, h2.w---, h5; + | SCB1 | min | 29: MINh h5.w, h5.---y, h4; + | | | + 9 | SCT0 | mad | 30: MADr r1.xy, h2.xz--, const.zw--, r1.zw--; + | SCT1 | mov | 32: TXLr h2, r1, const.xxxx, TEX0; + | TEX | txl | 32: TXLr h2, r1, const.xxxx, TEX0; + | SCB0/1 | add | 34: ADDh/2 h2, h0, h2; + | | | + 10 | SCT0/1 | mov | 35: TXLr h1, g[TEX0], const.xxxx, TEX0; + | TEX | txl | 35: TXLr h1, g[TEX0], const.xxxx, TEX0; + | SCB0 | max | 37: MAXh h5.y, h5.-x--, h1.-w--; + | SCB1 | min | 38: MINh h4.w, h1, h5; + | | | + 11 | SCT0 | mad | 39: MADr r0.xy,-h4, const.xy--, r1.zw--; + | SCT1 | mov | 41: TXLr h0, r0, const.zzzz, TEX0; + | TEX | txl | 41: TXLr h0, r0, const.zzzz, TEX0; + | SCB0 | mad | 44: MADr r2.xy, h4, const.xy--, r1.zw--; + | SCB1 | add | 43: ADDh*8 h5.z, h5.--y-,-h4.--w-; + | | | + 12 | SCT0/1 | mov | 46: TXLr h3, r2, const.xxxx, TEX0; + | TEX | txl | 46: TXLr h3, r2, const.xxxx, TEX0; + | SCB0/1 | add | 48: ADDh/2 h0, h0, h3; + | | | + 13 | SCT0/1 | mad | 49: ADDh/2 h3, h0, h2; + | SCB0/1 | mul | 50: MOVh h0, h3; + | | | + 14 | SCT0 | set | 51: SLTh h3.x, h3.w---, h5.w---; + | SCT1 | set | 52: SGTh h3.w, h3, h5.---x; + | SCB0 | set | 54: SLThc0 rc, h5.z---, h5; + | SCB1 | add | 53: ADDxc0_s rc, h3.---x, h3; + | | | + 15 | SCT0/1 | mul | 55: MOVh h0(NE0.wwww), h2; + | SCB0/1 | mul | 56: MOVh h0(NE0.xxxx), h1; + +Pass SCT TEX SCB + 1: 0% 100% 25% + 2: 0% 100% 25% + 3: 0% 100% 50% + 4: 0% 100% 50% + 5: 50% 0% 25% + 6: 0% 0% 25% + 7: 100% 0% 25% + 8: 0% 100% 50% + 9: 0% 100% 100% + 10: 0% 100% 50% + 11: 0% 100% 75% + 12: 0% 100% 100% + 13: 100% 0% 100% + 14: 50% 0% 50% + 15: 100% 0% 100% + +MEAN: 26% 60% 56% + +Pass SCT0 SCT1 TEX SCB0 SCB1 + 1: 0% 0% 100% 100% 0% + 2: 0% 0% 100% 100% 0% + 3: 0% 0% 100% 100% 100% + 4: 0% 0% 100% 100% 100% + 5: 100% 100% 0% 100% 0% + 6: 0% 0% 0% 0% 100% + 7: 100% 100% 0% 0% 100% + 8: 0% 0% 100% 100% 100% + 9: 0% 0% 100% 100% 100% + 10: 0% 0% 100% 100% 100% + 11: 0% 0% 100% 100% 100% + 12: 0% 0% 100% 100% 100% + 13: 100% 100% 0% 100% 100% + 14: 100% 100% 0% 100% 100% + 15: 100% 100% 0% 100% 100% + +MEAN: 33% 33% 60% 86% 80% +Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5 +Results 15 cycles, 3 r regs, 800,000,000 pixels/s +============================================================================*/ +#if (FXAA_PS3 == 1) && (FXAA_EARLY_EXIT == 1) +/*--------------------------------------------------------------------------*/ +#pragma regcount 7 +#pragma disablepc all +#pragma option O2 +#pragma option OutColorPrec=fp16 +#pragma texformat default RGBA8 +/*==========================================================================*/ +half4 FxaaPixelShader( + // See FXAA Quality FxaaPixelShader() source for docs on Inputs! + FxaaFloat2 pos, + FxaaFloat4 fxaaConsolePosPos, + FxaaTex tex, + FxaaTex fxaaConsole360TexExpBiasNegOne, + FxaaTex fxaaConsole360TexExpBiasNegTwo, + FxaaFloat2 fxaaQualityRcpFrame, + FxaaFloat4 fxaaConsoleRcpFrameOpt, + FxaaFloat4 fxaaConsoleRcpFrameOpt2, + FxaaFloat4 fxaaConsole360RcpFrameOpt2, + FxaaFloat fxaaQualitySubpix, + FxaaFloat fxaaQualityEdgeThreshold, + FxaaFloat fxaaQualityEdgeThresholdMin, + FxaaFloat fxaaConsoleEdgeSharpness, + FxaaFloat fxaaConsoleEdgeThreshold, + FxaaFloat fxaaConsoleEdgeThresholdMin, + FxaaFloat4 fxaaConsole360ConstDir +) { +/*--------------------------------------------------------------------------*/ +// (1) + half4 rgbyNe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zy, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + half lumaNe = rgbyNe.w + half(1.0/512.0); + #else + half lumaNe = rgbyNe.y + half(1.0/512.0); + #endif +/*--------------------------------------------------------------------------*/ +// (2) + half4 lumaSw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xw, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + half lumaSwNegNe = lumaSw.w - lumaNe; + #else + half lumaSwNegNe = lumaSw.y - lumaNe; + #endif +/*--------------------------------------------------------------------------*/ +// (3) + half4 lumaNw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xy, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + half lumaMaxNwSw = max(lumaNw.w, lumaSw.w); + half lumaMinNwSw = min(lumaNw.w, lumaSw.w); + #else + half lumaMaxNwSw = max(lumaNw.y, lumaSw.y); + half lumaMinNwSw = min(lumaNw.y, lumaSw.y); + #endif +/*--------------------------------------------------------------------------*/ +// (4) + half4 lumaSe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zw, 0, 0)); + #if (FXAA_GREEN_AS_LUMA == 0) + half dirZ = lumaNw.w + lumaSwNegNe; + half dirX = -lumaNw.w + lumaSwNegNe; + #else + half dirZ = lumaNw.y + lumaSwNegNe; + half dirX = -lumaNw.y + lumaSwNegNe; + #endif +/*--------------------------------------------------------------------------*/ +// (5) + half3 dir; + dir.y = 0.0; + #if (FXAA_GREEN_AS_LUMA == 0) + dir.x = lumaSe.w + dirX; + dir.z = -lumaSe.w + dirZ; + half lumaMinNeSe = min(lumaNe, lumaSe.w); + #else + dir.x = lumaSe.y + dirX; + dir.z = -lumaSe.y + dirZ; + half lumaMinNeSe = min(lumaNe, lumaSe.y); + #endif +/*--------------------------------------------------------------------------*/ +// (6) + half4 dir1_pos; + dir1_pos.xy = normalize(dir).xz; + half dirAbsMinTimes8 = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS); +/*--------------------------------------------------------------------------*/ +// (7) + half4 dir2_pos; + dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimes8, half(-2.0), half(2.0)); + dir1_pos.zw = pos.xy; + dir2_pos.zw = pos.xy; + #if (FXAA_GREEN_AS_LUMA == 0) + half lumaMaxNeSe = max(lumaNe, lumaSe.w); + #else + half lumaMaxNeSe = max(lumaNe, lumaSe.y); + #endif +/*--------------------------------------------------------------------------*/ +// (8) + half4 temp1N; + temp1N.xy = dir1_pos.zw - dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; + temp1N = h4tex2Dlod(tex, half4(temp1N.xy, 0.0, 0.0)); + half lumaMax = max(lumaMaxNwSw, lumaMaxNeSe); + half lumaMin = min(lumaMinNwSw, lumaMinNeSe); +/*--------------------------------------------------------------------------*/ +// (9) + half4 rgby1; + rgby1.xy = dir1_pos.zw + dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; + rgby1 = h4tex2Dlod(tex, half4(rgby1.xy, 0.0, 0.0)); + rgby1 = (temp1N + rgby1) * 0.5; +/*--------------------------------------------------------------------------*/ +// (10) + half4 rgbyM = h4tex2Dlod(tex, half4(pos.xy, 0.0, 0.0)); + #if (FXAA_GREEN_AS_LUMA == 0) + half lumaMaxM = max(lumaMax, rgbyM.w); + half lumaMinM = min(lumaMin, rgbyM.w); + #else + half lumaMaxM = max(lumaMax, rgbyM.y); + half lumaMinM = min(lumaMin, rgbyM.y); + #endif +/*--------------------------------------------------------------------------*/ +// (11) + half4 temp2N; + temp2N.xy = dir2_pos.zw - dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; + temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0)); + half4 rgby2; + rgby2.xy = dir2_pos.zw + dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; + half lumaRangeM = (lumaMaxM - lumaMinM) / FXAA_CONSOLE__PS3_EDGE_THRESHOLD; +/*--------------------------------------------------------------------------*/ +// (12) + rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0)); + rgby2 = (temp2N + rgby2) * 0.5; +/*--------------------------------------------------------------------------*/ +// (13) + rgby2 = (rgby2 + rgby1) * 0.5; +/*--------------------------------------------------------------------------*/ +// (14) + #if (FXAA_GREEN_AS_LUMA == 0) + bool twoTapLt = rgby2.w < lumaMin; + bool twoTapGt = rgby2.w > lumaMax; + #else + bool twoTapLt = rgby2.y < lumaMin; + bool twoTapGt = rgby2.y > lumaMax; + #endif + bool earlyExit = lumaRangeM < lumaMax; + bool twoTap = twoTapLt || twoTapGt; +/*--------------------------------------------------------------------------*/ +// (15) + if(twoTap) rgby2 = rgby1; + if(earlyExit) rgby2 = rgbyM; +/*--------------------------------------------------------------------------*/ + return rgby2; } +/*==========================================================================*/ +#endif diff --git a/mp/game/momentum/shadereditorui/shader_src/basetexture_accum_ps30.fxc b/mp/game/momentum/shadereditorui/shader_src/basetexture_accum_ps30.fxc new file mode 100644 index 0000000000..7226c1ec57 --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/basetexture_accum_ps30.fxc @@ -0,0 +1,44 @@ +// ******************************** +// ** auto generated pixelshader ** +// ******************************** + + +// Includes +#include "common_ps_fxc.h" +#include "common_vertexlitgeneric_dx9.h" +#include "common_lightmappedgeneric_fxc.h" +#include "common_flashlight_fxc.h" +#include "common_parallax.h" + + +// Samplers +sampler _Sampler_00 : register( s0 ); +sampler _Sampler_01 : register( s1 ); + +// Semantic structures +struct PS_INPUT +{ + float2 vTexCoord_0 : TEXCOORD0; +}; + +struct PS_OUTPUT +{ + float4 vColor_0 : COLOR0; +}; + +// Entry point +PS_OUTPUT main( const PS_INPUT In ) +{ + PS_OUTPUT Out; + float4 _texLookup_3 = tex2D( _Sampler_00, In.vTexCoord_0 ); + float3 _var0 = _texLookup_3.rgb; + float _var1 = _texLookup_3.a; + float4 _texLookup_5 = tex2D( _Sampler_01, In.vTexCoord_0 ); + float3 _var2 = _texLookup_5.rgb; + float _var3 = _texLookup_5.a; + _var0 = lerp( _var0, _var2, float( 0.800000 ) ); + _var1 = lerp( _var1, _var3, float( 0.400000 ) ); + float4 _var4 = float4( _var0, _var1 ); + Out.vColor_0 = _var4; + return Out; +} \ No newline at end of file diff --git a/mp/game/momentum/shadereditorui/shader_src/basetexture_accum_vs30.fxc b/mp/game/momentum/shadereditorui/shader_src/basetexture_accum_vs30.fxc new file mode 100644 index 0000000000..9c0734a8f7 --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/basetexture_accum_vs30.fxc @@ -0,0 +1,31 @@ +// ********************************* +// ** auto generated vertexshader ** +// ********************************* + + +// Includes +#include "common_vs_fxc.h" + + +// Semantic structures +struct VS_INPUT +{ + float3 vPos : POSITION; + float2 vTexCoord_0 : TEXCOORD0; +}; + +struct VS_OUTPUT +{ + float4 vProjPos : POSITION; + float2 vTexCoord_0 : TEXCOORD0; +}; + +// Entry point +VS_OUTPUT main( const VS_INPUT In ) +{ + VS_OUTPUT Out; + float4 _var0 = float4( In.vPos.x, In.vPos.y, In.vPos.z, 1.000000 ); + Out.vProjPos = _var0; + Out.vTexCoord_0 = In.vTexCoord_0; + return Out; +} \ No newline at end of file diff --git a/mp/game/momentum/shadereditorui/shader_src/basetexture_blend_ps30.fxc b/mp/game/momentum/shadereditorui/shader_src/basetexture_blend_ps30.fxc new file mode 100644 index 0000000000..9eb6539a61 --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/basetexture_blend_ps30.fxc @@ -0,0 +1,40 @@ +// ******************************** +// ** auto generated pixelshader ** +// ******************************** + + +// Includes +#include "common_ps_fxc.h" +#include "common_vertexlitgeneric_dx9.h" +#include "common_lightmappedgeneric_fxc.h" +#include "common_flashlight_fxc.h" +#include "common_parallax.h" + + +// Samplers +sampler _Sampler_00 : register( s0 ); +sampler _Sampler_01 : register( s1 ); + +// Semantic structures +struct PS_INPUT +{ + float2 vTexCoord_0 : TEXCOORD0; +}; + +struct PS_OUTPUT +{ + float4 vColor_0 : COLOR0; +}; + +// Entry point +PS_OUTPUT main( const PS_INPUT In ) +{ + PS_OUTPUT Out; + float4 _var0 = tex2D( _Sampler_00, In.vTexCoord_0 ).rgba; + float4 _var1 = tex2D( _Sampler_01, In.vTexCoord_0 ).rgba; + float _var2 = distance( In.vTexCoord_0, float2( 0.500000, 0.500000 ) ); + _var2 = smoothstep( float( 0.000000 ), float( 0.600000 ), _var2 ); + _var0 = lerp( _var0, _var1, _var2 ); + Out.vColor_0 = _var0; + return Out; +} \ No newline at end of file diff --git a/mp/game/momentum/shadereditorui/shader_src/basetexture_blend_vs30.fxc b/mp/game/momentum/shadereditorui/shader_src/basetexture_blend_vs30.fxc new file mode 100644 index 0000000000..9c0734a8f7 --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/basetexture_blend_vs30.fxc @@ -0,0 +1,31 @@ +// ********************************* +// ** auto generated vertexshader ** +// ********************************* + + +// Includes +#include "common_vs_fxc.h" + + +// Semantic structures +struct VS_INPUT +{ + float3 vPos : POSITION; + float2 vTexCoord_0 : TEXCOORD0; +}; + +struct VS_OUTPUT +{ + float4 vProjPos : POSITION; + float2 vTexCoord_0 : TEXCOORD0; +}; + +// Entry point +VS_OUTPUT main( const VS_INPUT In ) +{ + VS_OUTPUT Out; + float4 _var0 = float4( In.vPos.x, In.vPos.y, In.vPos.z, 1.000000 ); + Out.vProjPos = _var0; + Out.vTexCoord_0 = In.vTexCoord_0; + return Out; +} \ No newline at end of file diff --git a/mp/game/momentum/shadereditorui/shader_src/bin/dx_proxy.dll b/mp/game/momentum/shadereditorui/shader_src/bin/dx_proxy.dll new file mode 100644 index 0000000000..7640fd8639 Binary files /dev/null and b/mp/game/momentum/shadereditorui/shader_src/bin/dx_proxy.dll differ diff --git a/mp/game/momentum/shadereditorui/shader_src/bin/fxc.exe b/mp/game/momentum/shadereditorui/shader_src/bin/fxc.exe new file mode 100644 index 0000000000..9d5e3e7359 Binary files /dev/null and b/mp/game/momentum/shadereditorui/shader_src/bin/fxc.exe differ diff --git a/mp/game/momentum/shadereditorui/shader_src/common_flashlight_fxc.h b/mp/game/momentum/shadereditorui/shader_src/common_flashlight_fxc.h new file mode 100644 index 0000000000..9e8c049a92 --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/common_flashlight_fxc.h @@ -0,0 +1,821 @@ +//====== Copyright © 1996-2007, Valve Corporation, All rights reserved. =======// +// +// Purpose: Common pixel shader code specific to flashlights +// +// $NoKeywords: $ +// +//=============================================================================// +#ifndef COMMON_FLASHLIGHT_FXC_H_ +#define COMMON_FLASHLIGHT_FXC_H_ + +#include "common_ps_fxc.h" + + +// JasonM - TODO: remove this simpleton version +float DoShadow( sampler DepthSampler, float4 texCoord ) +{ + const float g_flShadowBias = 0.0005f; + float2 uoffset = float2( 0.5f/512.f, 0.0f ); + float2 voffset = float2( 0.0f, 0.5f/512.f ); + float3 projTexCoord = texCoord.xyz / texCoord.w; + float4 flashlightDepth = float4( tex2D( DepthSampler, projTexCoord + uoffset + voffset ).x, + tex2D( DepthSampler, projTexCoord + uoffset - voffset ).x, + tex2D( DepthSampler, projTexCoord - uoffset + voffset ).x, + tex2D( DepthSampler, projTexCoord - uoffset - voffset ).x ); + +# if ( defined( REVERSE_DEPTH_ON_X360 ) ) + { + flashlightDepth = 1.0f - flashlightDepth; + } +# endif + + float shadowed = 0.0f; + float z = texCoord.z/texCoord.w; + float4 dz = float4(z,z,z,z) - (flashlightDepth + float4( g_flShadowBias, g_flShadowBias, g_flShadowBias, g_flShadowBias)); + float4 shadow = float4(0.25f,0.25f,0.25f,0.25f); + + if( dz.x <= 0.0f ) + shadowed += shadow.x; + if( dz.y <= 0.0f ) + shadowed += shadow.y; + if( dz.z <= 0.0f ) + shadowed += shadow.z; + if( dz.w <= 0.0f ) + shadowed += shadow.w; + + return shadowed; +} + + +float DoShadowNvidiaRAWZOneTap( sampler DepthSampler, const float4 shadowMapPos ) +{ + float ooW = 1.0f / shadowMapPos.w; // 1 / w + float3 shadowMapCenter_objDepth = shadowMapPos.xyz * ooW; // Do both projections at once + + float2 shadowMapCenter = shadowMapCenter_objDepth.xy; // Center of shadow filter + float objDepth = shadowMapCenter_objDepth.z; // Object depth in shadow space + + float fDepth = dot(tex2D(DepthSampler, shadowMapCenter).arg, float3(0.996093809371817670572857294849, 0.0038909914428586627756752238080039, 1.5199185323666651467481343000015e-5)); + + return fDepth > objDepth; +} + + +float DoShadowNvidiaRAWZ( sampler DepthSampler, const float4 shadowMapPos ) +{ + float fE = 1.0f / 512.0f; // Epsilon + + float ooW = 1.0f / shadowMapPos.w; // 1 / w + float3 shadowMapCenter_objDepth = shadowMapPos.xyz * ooW; // Do both projections at once + + float2 shadowMapCenter = shadowMapCenter_objDepth.xy; // Center of shadow filter + float objDepth = shadowMapCenter_objDepth.z; // Object depth in shadow space + + float4 vDepths; + vDepths.x = dot(tex2D(DepthSampler, shadowMapCenter + float2( fE, fE )).arg, float3(0.996093809371817670572857294849, 0.0038909914428586627756752238080039, 1.5199185323666651467481343000015e-5)); + vDepths.y = dot(tex2D(DepthSampler, shadowMapCenter + float2( -fE, fE )).arg, float3(0.996093809371817670572857294849, 0.0038909914428586627756752238080039, 1.5199185323666651467481343000015e-5)); + vDepths.z = dot(tex2D(DepthSampler, shadowMapCenter + float2( fE, -fE )).arg, float3(0.996093809371817670572857294849, 0.0038909914428586627756752238080039, 1.5199185323666651467481343000015e-5)); + vDepths.w = dot(tex2D(DepthSampler, shadowMapCenter + float2( -fE, -fE )).arg, float3(0.996093809371817670572857294849, 0.0038909914428586627756752238080039, 1.5199185323666651467481343000015e-5)); + + return dot(vDepths > objDepth.xxxx, float4(0.25, 0.25, 0.25, 0.25)); +} + + +float DoShadowNvidiaCheap( sampler DepthSampler, const float4 shadowMapPos ) +{ + float fTexelEpsilon = 1.0f / 1024.0f; + + float ooW = 1.0f / shadowMapPos.w; // 1 / w + float3 shadowMapCenter_objDepth = shadowMapPos.xyz * ooW; // Do both projections at once + + float2 shadowMapCenter = shadowMapCenter_objDepth.xy; // Center of shadow filter + float objDepth = shadowMapCenter_objDepth.z; // Object depth in shadow space + + float4 vTaps; + vTaps.x = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( fTexelEpsilon, fTexelEpsilon), objDepth, 1 ) ).x; + vTaps.y = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( -fTexelEpsilon, fTexelEpsilon), objDepth, 1 ) ).x; + vTaps.z = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( fTexelEpsilon, -fTexelEpsilon), objDepth, 1 ) ).x; + vTaps.w = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( -fTexelEpsilon, -fTexelEpsilon), objDepth, 1 ) ).x; + + return dot(vTaps, float4(0.25, 0.25, 0.25, 0.25)); +} + +float DoShadowNvidiaPCF3x3Box( sampler DepthSampler, const float4 shadowMapPos ) +{ + float fTexelEpsilon = 1.0f / 1024.0f; + + float ooW = 1.0f / shadowMapPos.w; // 1 / w + float3 shadowMapCenter_objDepth = shadowMapPos.xyz * ooW; // Do both projections at once + + float2 shadowMapCenter = shadowMapCenter_objDepth.xy; // Center of shadow filter + float objDepth = shadowMapCenter_objDepth.z; // Object depth in shadow space + + float4 vOneTaps; + vOneTaps.x = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( fTexelEpsilon, fTexelEpsilon ), objDepth, 1 ) ).x; + vOneTaps.y = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( -fTexelEpsilon, fTexelEpsilon ), objDepth, 1 ) ).x; + vOneTaps.z = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( fTexelEpsilon, -fTexelEpsilon ), objDepth, 1 ) ).x; + vOneTaps.w = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( -fTexelEpsilon, -fTexelEpsilon ), objDepth, 1 ) ).x; + float flOneTaps = dot( vOneTaps, float4(1.0f / 9.0f, 1.0f / 9.0f, 1.0f / 9.0f, 1.0f / 9.0f)); + + float4 vTwoTaps; + vTwoTaps.x = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( fTexelEpsilon, 0 ), objDepth, 1 ) ).x; + vTwoTaps.y = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( -fTexelEpsilon, 0 ), objDepth, 1 ) ).x; + vTwoTaps.z = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( 0, -fTexelEpsilon ), objDepth, 1 ) ).x; + vTwoTaps.w = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( 0, -fTexelEpsilon ), objDepth, 1 ) ).x; + float flTwoTaps = dot( vTwoTaps, float4(1.0f / 9.0f, 1.0f / 9.0f, 1.0f / 9.0f, 1.0f / 9.0f)); + + float flCenterTap = tex2Dproj( DepthSampler, float4( shadowMapCenter, objDepth, 1 ) ).x * (1.0f / 9.0f); + + // Sum all 9 Taps + return flOneTaps + flTwoTaps + flCenterTap; +} + + +// +// 1 4 7 4 1 +// 4 20 33 20 4 +// 7 33 55 33 7 +// 4 20 33 20 4 +// 1 4 7 4 1 +// +float DoShadowNvidiaPCF5x5Gaussian( sampler DepthSampler, const float4 shadowMapPos ) +{ + float fEpsilon = 1.0f / 512.0f; + float fTwoEpsilon = 2.0f * fEpsilon; + + float ooW = 1.0f / shadowMapPos.w; // 1 / w + float3 shadowMapCenter_objDepth = shadowMapPos.xyz * ooW; // Do both projections at once + + float2 shadowMapCenter = shadowMapCenter_objDepth.xy; // Center of shadow filter + float objDepth = shadowMapCenter_objDepth.z; // Object depth in shadow space + + float4 vOneTaps; + vOneTaps.x = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( fTwoEpsilon, fTwoEpsilon ), objDepth, 1 ) ).x; + vOneTaps.y = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( -fTwoEpsilon, fTwoEpsilon ), objDepth, 1 ) ).x; + vOneTaps.z = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( fTwoEpsilon, -fTwoEpsilon ), objDepth, 1 ) ).x; + vOneTaps.w = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( -fTwoEpsilon, -fTwoEpsilon ), objDepth, 1 ) ).x; + float flOneTaps = dot( vOneTaps, float4(1.0f / 331.0f, 1.0f / 331.0f, 1.0f / 331.0f, 1.0f / 331.0f)); + + float4 vSevenTaps; + vSevenTaps.x = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( fTwoEpsilon, 0 ), objDepth, 1 ) ).x; + vSevenTaps.y = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( -fTwoEpsilon, 0 ), objDepth, 1 ) ).x; + vSevenTaps.z = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( 0, -fTwoEpsilon ), objDepth, 1 ) ).x; + vSevenTaps.w = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( 0, -fTwoEpsilon ), objDepth, 1 ) ).x; + float flSevenTaps = dot( vSevenTaps, float4( 7.0f / 331.0f, 7.0f / 331.0f, 7.0f / 331.0f, 7.0f / 331.0f ) ); + + float4 vFourTapsA, vFourTapsB; + vFourTapsA.x = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( fTwoEpsilon, fEpsilon ), objDepth, 1 ) ).x; + vFourTapsA.y = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( fEpsilon, fTwoEpsilon ), objDepth, 1 ) ).x; + vFourTapsA.z = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( -fEpsilon, fTwoEpsilon ), objDepth, 1 ) ).x; + vFourTapsA.w = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( -fTwoEpsilon, fEpsilon ), objDepth, 1 ) ).x; + vFourTapsB.x = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( -fTwoEpsilon, -fEpsilon ), objDepth, 1 ) ).x; + vFourTapsB.y = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( -fEpsilon, -fTwoEpsilon ), objDepth, 1 ) ).x; + vFourTapsB.z = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( fEpsilon, -fTwoEpsilon ), objDepth, 1 ) ).x; + vFourTapsB.w = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( fTwoEpsilon, -fEpsilon ), objDepth, 1 ) ).x; + float flFourTapsA = dot( vFourTapsA, float4( 4.0f / 331.0f, 4.0f / 331.0f, 4.0f / 331.0f, 4.0f / 331.0f ) ); + float flFourTapsB = dot( vFourTapsB, float4( 4.0f / 331.0f, 4.0f / 331.0f, 4.0f / 331.0f, 4.0f / 331.0f ) ); + + float4 v20Taps; + v20Taps.x = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( fEpsilon, fEpsilon ), objDepth, 1 ) ).x; + v20Taps.y = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( -fEpsilon, fEpsilon ), objDepth, 1 ) ).x; + v20Taps.z = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( fEpsilon, -fEpsilon ), objDepth, 1 ) ).x; + v20Taps.w = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( -fEpsilon, -fEpsilon ), objDepth, 1 ) ).x; + float fl20Taps = dot( v20Taps, float4(20.0f / 331.0f, 20.0f / 331.0f, 20.0f / 331.0f, 20.0f / 331.0f)); + + float4 v33Taps; + v33Taps.x = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( fEpsilon, 0 ), objDepth, 1 ) ).x; + v33Taps.y = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( -fEpsilon, 0 ), objDepth, 1 ) ).x; + v33Taps.z = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( 0, -fEpsilon ), objDepth, 1 ) ).x; + v33Taps.w = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( 0, -fEpsilon ), objDepth, 1 ) ).x; + float fl33Taps = dot( v33Taps, float4(33.0f / 331.0f, 33.0f / 331.0f, 33.0f / 331.0f, 33.0f / 331.0f)); + + float flCenterTap = tex2Dproj( DepthSampler, float4( shadowMapCenter, objDepth, 1 ) ).x * (55.0f / 331.0f); + + // Sum all 25 Taps + return flOneTaps + flSevenTaps + +flFourTapsA + flFourTapsB + fl20Taps + fl33Taps + flCenterTap; +} + + +float DoShadowATICheap( sampler DepthSampler, const float4 shadowMapPos ) +{ + float2 shadowMapCenter = shadowMapPos.xy/shadowMapPos.w; + float objDepth = shadowMapPos.z / shadowMapPos.w; + float fSampleDepth = tex2D( DepthSampler, shadowMapCenter ).x; + + objDepth = min( objDepth, 0.99999 ); //HACKHACK: On 360, surfaces at or past the far flashlight plane have an abrupt cutoff. This is temp until a smooth falloff is implemented + + return fSampleDepth > objDepth; +} + + +// Poisson disc, randomly rotated at different UVs +float DoShadowPoisson16Sample( sampler DepthSampler, sampler RandomRotationSampler, const float3 vProjCoords, const float2 vScreenPos, const float4 vShadowTweaks, bool bNvidiaHardwarePCF, bool bFetch4 ) +{ + float2 vPoissonOffset[8] = { float2( 0.3475f, 0.0042f ), + float2( 0.8806f, 0.3430f ), + float2( -0.0041f, -0.6197f ), + float2( 0.0472f, 0.4964f ), + float2( -0.3730f, 0.0874f ), + float2( -0.9217f, -0.3177f ), + float2( -0.6289f, 0.7388f ), + float2( 0.5744f, -0.7741f ) }; + + float flScaleOverMapSize = vShadowTweaks.x * 2; // Tweak parameters to shader + float2 vNoiseOffset = vShadowTweaks.zw; + float4 vLightDepths = 0, accum = 0.0f; + float2 rotOffset = 0; + + float2 shadowMapCenter = vProjCoords.xy; // Center of shadow filter + float objDepth = min( vProjCoords.z, 0.99999 ); // Object depth in shadow space + + // 2D Rotation Matrix setup + float3 RMatTop = 0, RMatBottom = 0; +#if defined(SHADER_MODEL_PS_2_0) || defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0) + RMatTop.xy = tex2D( RandomRotationSampler, cFlashlightScreenScale.xy * (vScreenPos * 0.5 + 0.5) + vNoiseOffset) * 2.0 - 1.0; + RMatBottom.xy = float2(-1.0, 1.0) * RMatTop.yx; // 2x2 rotation matrix in 4-tuple +#endif + + RMatTop *= flScaleOverMapSize; // Scale up kernel while accounting for texture resolution + RMatBottom *= flScaleOverMapSize; + + RMatTop.z = shadowMapCenter.x; // To be added in d2adds generated below + RMatBottom.z = shadowMapCenter.y; + + float fResult = 0.0f; + + if ( bNvidiaHardwarePCF ) + { + rotOffset.x = dot (RMatTop.xy, vPoissonOffset[0].xy) + RMatTop.z; + rotOffset.y = dot (RMatBottom.xy, vPoissonOffset[0].xy) + RMatBottom.z; + vLightDepths.x += tex2Dproj( DepthSampler, float4(rotOffset, objDepth, 1) ).x; + + rotOffset.x = dot (RMatTop.xy, vPoissonOffset[1].xy) + RMatTop.z; + rotOffset.y = dot (RMatBottom.xy, vPoissonOffset[1].xy) + RMatBottom.z; + vLightDepths.y += tex2Dproj( DepthSampler, float4(rotOffset, objDepth, 1) ).x; + + rotOffset.x = dot (RMatTop.xy, vPoissonOffset[2].xy) + RMatTop.z; + rotOffset.y = dot (RMatBottom.xy, vPoissonOffset[2].xy) + RMatBottom.z; + vLightDepths.z += tex2Dproj( DepthSampler, float4(rotOffset, objDepth, 1) ).x; + + rotOffset.x = dot (RMatTop.xy, vPoissonOffset[3].xy) + RMatTop.z; + rotOffset.y = dot (RMatBottom.xy, vPoissonOffset[3].xy) + RMatBottom.z; + vLightDepths.w += tex2Dproj( DepthSampler, float4(rotOffset, objDepth, 1) ).x; + + rotOffset.x = dot (RMatTop.xy, vPoissonOffset[4].xy) + RMatTop.z; + rotOffset.y = dot (RMatBottom.xy, vPoissonOffset[4].xy) + RMatBottom.z; + vLightDepths.x += tex2Dproj( DepthSampler, float4(rotOffset, objDepth, 1) ).x; + + rotOffset.x = dot (RMatTop.xy, vPoissonOffset[5].xy) + RMatTop.z; + rotOffset.y = dot (RMatBottom.xy, vPoissonOffset[5].xy) + RMatBottom.z; + vLightDepths.y += tex2Dproj( DepthSampler, float4(rotOffset, objDepth, 1) ).x; + + rotOffset.x = dot (RMatTop.xy, vPoissonOffset[6].xy) + RMatTop.z; + rotOffset.y = dot (RMatBottom.xy, vPoissonOffset[6].xy) + RMatBottom.z; + vLightDepths.z += tex2Dproj( DepthSampler, float4(rotOffset, objDepth, 1) ).x; + + rotOffset.x = dot (RMatTop.xy, vPoissonOffset[7].xy) + RMatTop.z; + rotOffset.y = dot (RMatBottom.xy, vPoissonOffset[7].xy) + RMatBottom.z; + vLightDepths.w += tex2Dproj( DepthSampler, float4(rotOffset, objDepth, 1) ).x; + + fResult = dot( vLightDepths, float4( 0.25, 0.25, 0.25, 0.25) ); + } + else if ( bFetch4 ) + { +/* + +TODO: Fix this contact hardening stuff + + float flNumCloserSamples = 1; + float flAccumulatedCloserSamples = objDepth; + float4 vBlockerDepths; + + // First, search for blockers + for( int j=0; j<8; j++ ) + { + rotOffset.x = dot (RMatTop.xy, vPoissonOffset[j].xy) + RMatTop.z; + rotOffset.y = dot (RMatBottom.xy, vPoissonOffset[j].xy) + RMatBottom.z; + vBlockerDepths = tex2D( DepthSampler, rotOffset.xy ); + + // Which samples are closer than the pixel we're rendering? + float4 vCloserSamples = (vBlockerDepths < objDepth.xxxx ); // Binary comparison results + flNumCloserSamples += dot( vCloserSamples, float4(1, 1, 1, 1) ); // How many samples are closer than receiver? + flAccumulatedCloserSamples += dot (vCloserSamples, vBlockerDepths ); // Total depths from samples closer than receiver + } + + float flBlockerDepth = flAccumulatedCloserSamples / flNumCloserSamples; + float flContactHardeningScale = (objDepth - flBlockerDepth) / flBlockerDepth; + + // Scale the kernel + RMatTop.xy *= flContactHardeningScale; + RMatBottom.xy *= flContactHardeningScale; +*/ + + for( int i=0; i<8; i++ ) + { + rotOffset.x = dot (RMatTop.xy, vPoissonOffset[i].xy) + RMatTop.z; + rotOffset.y = dot (RMatBottom.xy, vPoissonOffset[i].xy) + RMatBottom.z; + vLightDepths = tex2D( DepthSampler, rotOffset.xy ); + accum += (vLightDepths > objDepth.xxxx); + } + + fResult = dot( accum, float4( 1.0f/32.0f, 1.0f/32.0f, 1.0f/32.0f, 1.0f/32.0f) ); + } + else // ATI vanilla hardware shadow mapping + { + for( int i=0; i<2; i++ ) + { + rotOffset.x = dot (RMatTop.xy, vPoissonOffset[4*i+0].xy) + RMatTop.z; + rotOffset.y = dot (RMatBottom.xy, vPoissonOffset[4*i+0].xy) + RMatBottom.z; + vLightDepths.x = tex2D( DepthSampler, rotOffset.xy ).x; + + rotOffset.x = dot (RMatTop.xy, vPoissonOffset[4*i+1].xy) + RMatTop.z; + rotOffset.y = dot (RMatBottom.xy, vPoissonOffset[4*i+1].xy) + RMatBottom.z; + vLightDepths.y = tex2D( DepthSampler, rotOffset.xy ).x; + + rotOffset.x = dot (RMatTop.xy, vPoissonOffset[4*i+2].xy) + RMatTop.z; + rotOffset.y = dot (RMatBottom.xy, vPoissonOffset[4*i+2].xy) + RMatBottom.z; + vLightDepths.z = tex2D( DepthSampler, rotOffset.xy ).x; + + rotOffset.x = dot (RMatTop.xy, vPoissonOffset[4*i+3].xy) + RMatTop.z; + rotOffset.y = dot (RMatBottom.xy, vPoissonOffset[4*i+3].xy) + RMatBottom.z; + vLightDepths.w = tex2D( DepthSampler, rotOffset.xy ).x; + + accum += (vLightDepths > objDepth.xxxx); + } + + fResult = dot( accum, float4( 0.125, 0.125, 0.125, 0.125) ); + } + + return fResult; +} + +#if defined( _X360 ) + +// Poisson disc, randomly rotated at different UVs +float DoShadow360Simple( sampler DepthSampler, const float3 vProjCoords ) +{ + float fLOD; + float2 shadowMapCenter = vProjCoords.xy; // Center of shadow filter + float objDepth = min( vProjCoords.z, 0.99999 ); // Object depth in shadow space + +#if defined( REVERSE_DEPTH_ON_X360 ) + objDepth = 1.0f - objDepth; +#endif + + float4 vSampledDepths, vWeights; + + asm { + getCompTexLOD2D fLOD.x, shadowMapCenter.xy, DepthSampler, AnisoFilter=max16to1 + setTexLOD fLOD.x + + tfetch2D vSampledDepths.x___, shadowMapCenter, DepthSampler, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false, UseRegisterLOD=true, MagFilter = point, MinFilter = point + tfetch2D vSampledDepths._x__, shadowMapCenter, DepthSampler, OffsetX = 0.5, OffsetY = -0.5, UseComputedLOD=false, UseRegisterLOD=true, MagFilter = point, MinFilter = point + tfetch2D vSampledDepths.__x_, shadowMapCenter, DepthSampler, OffsetX = -0.5, OffsetY = 0.5, UseComputedLOD=false, UseRegisterLOD=true, MagFilter = point, MinFilter = point + tfetch2D vSampledDepths.___x, shadowMapCenter, DepthSampler, OffsetX = 0.5, OffsetY = 0.5, UseComputedLOD=false, UseRegisterLOD=true, MagFilter = point, MinFilter = point + + getWeights2D vWeights, shadowMapCenter.xy, DepthSampler, MagFilter=linear, MinFilter=linear, UseComputedLOD=false, UseRegisterLOD=true + }; + + vWeights = float4( (1-vWeights.x)*(1-vWeights.y), vWeights.x*(1-vWeights.y), (1-vWeights.x)*vWeights.y, vWeights.x*vWeights.y ); + +#if defined( REVERSE_DEPTH_ON_X360 ) + float4 vCompare = (vSampledDepths < objDepth.xxxx); +#else + float4 vCompare = (vSampledDepths > objDepth.xxxx); +#endif + + return dot( vCompare, vWeights ); +} + + +float Do360PCFFetch( sampler DepthSampler, float2 tc, float objDepth ) +{ + float fLOD; + float4 vSampledDepths, vWeights; + + asm { + getCompTexLOD2D fLOD.x, tc.xy, DepthSampler, AnisoFilter=max16to1 + setTexLOD fLOD.x + + tfetch2D vSampledDepths.x___, tc, DepthSampler, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false, UseRegisterLOD=true, MagFilter = point, MinFilter = point + tfetch2D vSampledDepths._x__, tc, DepthSampler, OffsetX = 0.5, OffsetY = -0.5, UseComputedLOD=false, UseRegisterLOD=true, MagFilter = point, MinFilter = point + tfetch2D vSampledDepths.__x_, tc, DepthSampler, OffsetX = -0.5, OffsetY = 0.5, UseComputedLOD=false, UseRegisterLOD=true, MagFilter = point, MinFilter = point + tfetch2D vSampledDepths.___x, tc, DepthSampler, OffsetX = 0.5, OffsetY = 0.5, UseComputedLOD=false, UseRegisterLOD=true, MagFilter = point, MinFilter = point + + getWeights2D vWeights, tc.xy, DepthSampler, MagFilter=linear, MinFilter=linear, UseComputedLOD=false, UseRegisterLOD=true + }; + + vWeights = float4( (1-vWeights.x)*(1-vWeights.y), vWeights.x*(1-vWeights.y), (1-vWeights.x)*vWeights.y, vWeights.x*vWeights.y ); + +#if defined( REVERSE_DEPTH_ON_X360 ) + float4 vCompare = (vSampledDepths < objDepth.xxxx); +#else + float4 vCompare = (vSampledDepths > objDepth.xxxx); +#endif + + return dot( vCompare, vWeights ); +} + + + +float Do360NearestFetch( sampler DepthSampler, float2 tc, float objDepth ) +{ + float fLOD; + float4 vSampledDepth; + + asm { + getCompTexLOD2D fLOD.x, tc.xy, DepthSampler, AnisoFilter=max16to1 + setTexLOD fLOD.x + + tfetch2D vSampledDepth.x___, tc, DepthSampler, UseComputedLOD=false, UseRegisterLOD=true, MagFilter = point, MinFilter = point + }; + +#if defined( REVERSE_DEPTH_ON_X360 ) + return (vSampledDepth.x < objDepth.x); +#else + return (vSampledDepth.x > objDepth.x); +#endif + +} + + +float AmountShadowed_8Tap_360( sampler DepthSampler, float2 tc, float objDepth ) +{ + float fLOD; + float4 vSampledDepthsA, vSampledDepthsB; + + // Optimal 8 rooks pattern to get an idea about whether we're at a penumbra or not + // From [Kallio07] "Scanline Edge-Flag Algorithm for Antialiasing" + // + // +---+---+---+---+---+---+---+---+ + // | | | | | | o | | | + // +---+---+---+---+---+---+---+---+ + // | o | | | | | | | | + // +---+---+---+---+---+---+---+---+ + // | | | | o | | | | | + // +---+---+---+---+---+---+---+---+ + // | | | | | | | o | | + // +---+---+---+---+---+---+---+---+ + // | | o | | | | | | | + // +---+---+---+---+---+---+---+---+ + // | | | | | o | | | | + // +---+---+---+---+---+---+---+---+ + // | | | | | | | | o | + // +---+---+---+---+---+---+---+---+ + // | | | o | | | | | | + // +---+---+---+---+---+---+---+---+ + // + asm { + getCompTexLOD2D fLOD.x, tc.xy, DepthSampler, AnisoFilter=max16to1 + setTexLOD fLOD.x + + tfetch2D vSampledDepthsA.x___, tc, DepthSampler, OffsetX = -2.0, OffsetY = -1.5, UseComputedLOD=false, UseRegisterLOD=true, MagFilter = point, MinFilter = point + tfetch2D vSampledDepthsA._x__, tc, DepthSampler, OffsetX = -1.5, OffsetY = 0.5, UseComputedLOD=false, UseRegisterLOD=true, MagFilter = point, MinFilter = point + tfetch2D vSampledDepthsA.__x_, tc, DepthSampler, OffsetX = -1.0, OffsetY = 2.0, UseComputedLOD=false, UseRegisterLOD=true, MagFilter = point, MinFilter = point + tfetch2D vSampledDepthsA.___x, tc, DepthSampler, OffsetX = -0.5, OffsetY = -1.0, UseComputedLOD=false, UseRegisterLOD=true, MagFilter = point, MinFilter = point + + tfetch2D vSampledDepthsB.x___, tc, DepthSampler, OffsetX = 0.5, OffsetY = 1.0, UseComputedLOD=false, UseRegisterLOD=true, MagFilter = point, MinFilter = point + tfetch2D vSampledDepthsB._x__, tc, DepthSampler, OffsetX = 1.0, OffsetY = -2.0, UseComputedLOD=false, UseRegisterLOD=true, MagFilter = point, MinFilter = point + tfetch2D vSampledDepthsB.__x_, tc, DepthSampler, OffsetX = 1.5, OffsetY = -0.5, UseComputedLOD=false, UseRegisterLOD=true, MagFilter = point, MinFilter = point + tfetch2D vSampledDepthsB.___x, tc, DepthSampler, OffsetX = 2.0, OffsetY = 1.5, UseComputedLOD=false, UseRegisterLOD=true, MagFilter = point, MinFilter = point + }; + +#if defined( REVERSE_DEPTH_ON_X360 ) + float4 vCompareA = (vSampledDepthsA < objDepth.xxxx); + float4 vCompareB = (vSampledDepthsB < objDepth.xxxx); +#else + float4 vCompareA = (vSampledDepthsA > objDepth.xxxx); + float4 vCompareB = (vSampledDepthsB > objDepth.xxxx); +#endif + + return dot( vCompareA, float4(0.125,0.125,0.125,0.125) ) + dot( vCompareB, float4(0.125,0.125,0.125,0.125) ); +} + + +float AmountShadowed_4Tap_360( sampler DepthSampler, float2 tc, float objDepth ) +{ + float fLOD; + float4 vSampledDepths; + + // Rotated grid pattern to get an idea about whether we're at a penumbra or not + asm { + getCompTexLOD2D fLOD.x, tc.xy, DepthSampler, AnisoFilter=max16to1 + setTexLOD fLOD.x + + tfetch2D vSampledDepths.x___, tc, DepthSampler, OffsetX = -1.0, OffsetY = 0.5, UseComputedLOD=false, UseRegisterLOD=true, MagFilter = point, MinFilter = point + tfetch2D vSampledDepths._x__, tc, DepthSampler, OffsetX = -0.5, OffsetY = -1.0, UseComputedLOD=false, UseRegisterLOD=true, MagFilter = point, MinFilter = point + tfetch2D vSampledDepths.__x_, tc, DepthSampler, OffsetX = 0.5, OffsetY = 1.0, UseComputedLOD=false, UseRegisterLOD=true, MagFilter = point, MinFilter = point + tfetch2D vSampledDepths.___x, tc, DepthSampler, OffsetX = 1.0, OffsetY = -0.5, UseComputedLOD=false, UseRegisterLOD=true, MagFilter = point, MinFilter = point + }; + +#if defined( REVERSE_DEPTH_ON_X360 ) + float4 vCompare = (vSampledDepths < objDepth.xxxx); +#else + float4 vCompare = (vSampledDepths > objDepth.xxxx); +#endif + + return dot( vCompare, float4(0.25,0.25,0.25,0.25) ); +} + +// Poisson disc, randomly rotated at different UVs +float DoShadowPoisson360( sampler DepthSampler, sampler RandomRotationSampler, const float3 vProjCoords, const float2 vScreenPos, const float4 vShadowTweaks ) +{ + float2 vPoissonOffset[8] = { float2( 0.3475f, 0.0042f ), float2( 0.8806f, 0.3430f ), + float2( -0.0041f, -0.6197f ), float2( 0.0472f, 0.4964f ), + float2( -0.3730f, 0.0874f ), float2( -0.9217f, -0.3177f ), + float2( -0.6289f, 0.7388f ), float2( 0.5744f, -0.7741f ) }; + + float2 shadowMapCenter = vProjCoords.xy; // Center of shadow filter + float objDepth = min( vProjCoords.z, 0.99999 ); // Object depth in shadow space + +#if defined( REVERSE_DEPTH_ON_X360 ) + objDepth = 1.0f - objDepth; +#endif + + float fAmountShadowed = AmountShadowed_4Tap_360( DepthSampler, shadowMapCenter, objDepth ); + + if ( fAmountShadowed >= 1.0f ) // Fully in light + { + return 1.0f; + } + else // Do the expensive filtering since we're at least partially shadowed + { + float flScaleOverMapSize = 1.7f / 512.0f; // Tweak parameters to shader + + // 2D Rotation Matrix setup + float3 RMatTop = 0, RMatBottom = 0; +#if defined(SHADER_MODEL_PS_2_0) || defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0) + RMatTop.xy = tex2D( RandomRotationSampler, cFlashlightScreenScale.xy * (vScreenPos * 0.5 + 0.5)) * 2.0 - 1.0; + RMatBottom.xy = float2(-1.0, 1.0) * RMatTop.yx; // 2x2 rotation matrix in 4-tuple +#endif + + RMatTop *= flScaleOverMapSize; // Scale up kernel while accounting for texture resolution + RMatBottom *= flScaleOverMapSize; + RMatTop.z = shadowMapCenter.x; // To be added in d2adds generated below + RMatBottom.z = shadowMapCenter.y; + float2 rotOffset = float2(0,0); + float4 vAccum = 0; + + rotOffset.x = dot (RMatTop.xy, vPoissonOffset[0].xy) + RMatTop.z; + rotOffset.y = dot (RMatBottom.xy, vPoissonOffset[0].xy) + RMatBottom.z; + vAccum.x = Do360NearestFetch( DepthSampler, rotOffset, objDepth ); + + rotOffset.x = dot (RMatTop.xy, vPoissonOffset[1].xy) + RMatTop.z; + rotOffset.y = dot (RMatBottom.xy, vPoissonOffset[1].xy) + RMatBottom.z; + vAccum.y = Do360NearestFetch( DepthSampler, rotOffset, objDepth ); + + rotOffset.x = dot (RMatTop.xy, vPoissonOffset[2].xy) + RMatTop.z; + rotOffset.y = dot (RMatBottom.xy, vPoissonOffset[2].xy) + RMatBottom.z; + vAccum.z = Do360NearestFetch( DepthSampler, rotOffset, objDepth ); + + rotOffset.x = dot (RMatTop.xy, vPoissonOffset[3].xy) + RMatTop.z; + rotOffset.y = dot (RMatBottom.xy, vPoissonOffset[3].xy) + RMatBottom.z; + vAccum.w = Do360NearestFetch( DepthSampler, rotOffset, objDepth ); + + rotOffset.x = dot (RMatTop.xy, vPoissonOffset[4].xy) + RMatTop.z; + rotOffset.y = dot (RMatBottom.xy, vPoissonOffset[4].xy) + RMatBottom.z; + vAccum.x += Do360NearestFetch( DepthSampler, rotOffset, objDepth ); + + rotOffset.x = dot (RMatTop.xy, vPoissonOffset[5].xy) + RMatTop.z; + rotOffset.y = dot (RMatBottom.xy, vPoissonOffset[5].xy) + RMatBottom.z; + vAccum.y += Do360NearestFetch( DepthSampler, rotOffset, objDepth ); + + rotOffset.x = dot (RMatTop.xy, vPoissonOffset[6].xy) + RMatTop.z; + rotOffset.y = dot (RMatBottom.xy, vPoissonOffset[6].xy) + RMatBottom.z; + vAccum.z += Do360NearestFetch( DepthSampler, rotOffset, objDepth ); + + rotOffset.x = dot (RMatTop.xy, vPoissonOffset[7].xy) + RMatTop.z; + rotOffset.y = dot (RMatBottom.xy, vPoissonOffset[7].xy) + RMatBottom.z; + vAccum.w += Do360NearestFetch( DepthSampler, rotOffset, objDepth ); + + return dot( vAccum, float4( 0.25, 0.25, 0.25, 0.25) ); + } +} + +#endif // _X360 + + +float DoFlashlightShadow( sampler DepthSampler, sampler RandomRotationSampler, float3 vProjCoords, float2 vScreenPos, int nShadowLevel, float4 vShadowTweaks, bool bAllowHighQuality ) +{ + float flShadow = 1.0f; + +#if !defined( _X360 ) //PC + if( nShadowLevel == NVIDIA_PCF_POISSON ) + flShadow = DoShadowPoisson16Sample( DepthSampler, RandomRotationSampler, vProjCoords, vScreenPos, vShadowTweaks, true, false ); + else if( nShadowLevel == ATI_NOPCF ) + flShadow = DoShadowPoisson16Sample( DepthSampler, RandomRotationSampler, vProjCoords, vScreenPos, vShadowTweaks, false, false ); + else if( nShadowLevel == ATI_NO_PCF_FETCH4 ) + flShadow = DoShadowPoisson16Sample( DepthSampler, RandomRotationSampler, vProjCoords, vScreenPos, vShadowTweaks, false, true ); + + return flShadow; +#else + + // Compile-time switch for shaders which allow high quality modes on 360 + if ( bAllowHighQuality ) + { + // Static control flow switch for shadow quality. Some non-interactive sequences use the high quality path + if ( g_bHighQualityShadows ) + { + flShadow = DoShadowPoisson360( DepthSampler, RandomRotationSampler, vProjCoords, vScreenPos, vShadowTweaks ); + } + else + { + flShadow = DoShadow360Simple( DepthSampler, vProjCoords ); + } + } + else + { + flShadow = DoShadow360Simple( DepthSampler, vProjCoords ); + } + + return flShadow; + +#endif +} + +float3 SpecularLight( const float3 vWorldNormal, const float3 vLightDir, const float fSpecularExponent, + const float3 vEyeDir, /*const bool bDoSpecularWarp, in sampler specularWarpSampler,*/ float fFresnel ) +{ + float3 result = float3(0.0f, 0.0f, 0.0f); + + float3 vReflect = reflect( -vEyeDir, vWorldNormal ); // Reflect view through normal + float3 vSpecular = saturate(dot( vReflect, vLightDir )); // L.R (use half-angle instead?) + vSpecular = pow( vSpecular.x, fSpecularExponent ); // Raise to specular power + + // Optionally warp as function of scalar specular and fresnel + //if ( bDoSpecularWarp ) + // vSpecular *= tex2D( specularWarpSampler, float2(vSpecular.x, fFresnel) ); // Sample at { (L.R)^k, fresnel } + vSpecular *= fFresnel; + + return vSpecular; +} + +void DoSpecularFlashlight( float3 flashlightPos, float3 worldPos, float4 flashlightSpacePosition, float3 worldNormal, + float3 attenuationFactors, float farZ, sampler FlashlightSampler, sampler FlashlightDepthSampler, sampler RandomRotationSampler, + int nShadowLevel, bool bDoShadows, bool bAllowHighQuality, const float2 vScreenPos, const float fSpecularExponent, const float3 vEyeDir, + /*const bool bDoSpecularWarp, sampler specularWarpSampler,*/ float fFresnel, float4 vShadowTweaks, + + // Outputs of this shader...separate shadowed diffuse and specular from the flashlight + out float3 diffuseLighting, out float3 specularLighting ) +{ + float3 vProjCoords = flashlightSpacePosition.xyz / flashlightSpacePosition.w; + float3 flashlightColor = float3(1,1,1); + +#if ( defined( _X360 ) ) + + float3 ltz = vProjCoords.xyz < float3( 0.0f, 0.0f, 0.0f ); + float3 gto = vProjCoords.xyz > float3( 1.0f, 1.0f, 1.0f ); + + [branch] + if ( dot(ltz + gto, float3(1,1,1)) > 0 ) + { + clip(-1); + diffuseLighting = specularLighting = float3(0,0,0); + return; + } + else + { + flashlightColor = tex2D( FlashlightSampler, vProjCoords ); + + [branch] + if ( dot(flashlightColor.xyz, float3(1,1,1)) <= 0 ) + { + clip(-1); + diffuseLighting = specularLighting = float3(0,0,0); + return; + } + } +#else + flashlightColor = tex2D( FlashlightSampler, vProjCoords ); +#endif + + +#if defined(SHADER_MODEL_PS_2_0) || defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0) + flashlightColor *= cFlashlightColor.xyz; // Flashlight color +#endif + + float3 delta = flashlightPos - worldPos; + float3 L = normalize( delta ); + float distSquared = dot( delta, delta ); + float dist = sqrt( distSquared ); + + float endFalloffFactor = RemapValClamped( dist, farZ, 0.6f * farZ, 0.0f, 1.0f ); + + // Attenuation for light and to fade out shadow over distance + float fAtten = saturate( dot( attenuationFactors, float3( 1.0f, 1.0f/dist, 1.0f/distSquared ) ) ); + + // Shadowing and coloring terms +#if (defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0)) + if ( bDoShadows ) + { + float flShadow = DoFlashlightShadow( FlashlightDepthSampler, RandomRotationSampler, vProjCoords, vScreenPos, nShadowLevel, vShadowTweaks, bAllowHighQuality ); + float flAttenuated = lerp( flShadow, 1.0f, vShadowTweaks.y ); // Blend between fully attenuated and not attenuated + flShadow = saturate( lerp( flAttenuated, flShadow, fAtten ) ); // Blend between shadow and above, according to light attenuation + flashlightColor *= flShadow; // Shadow term + } +#endif + + diffuseLighting = fAtten; +#if defined(SHADER_MODEL_PS_2_0) || defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0) + diffuseLighting *= saturate( dot( L.xyz, worldNormal.xyz ) + flFlashlightNoLambertValue ); // Lambertian term +#else + diffuseLighting *= saturate( dot( L.xyz, worldNormal.xyz ) ); // Lambertian (not Half-Lambert) term +#endif + diffuseLighting *= flashlightColor; + diffuseLighting *= endFalloffFactor; + + // Specular term (masked by diffuse) + specularLighting = diffuseLighting * SpecularLight ( worldNormal, L, fSpecularExponent, vEyeDir, /*bDoSpecularWarp, specularWarpSampler,*/ fFresnel ); +} + +// Diffuse only version +float3 DoFlashlight( float3 flashlightPos, float3 worldPos, float4 flashlightSpacePosition, float3 worldNormal, + float3 attenuationFactors, float farZ, sampler FlashlightSampler, sampler FlashlightDepthSampler, + sampler RandomRotationSampler, int nShadowLevel, bool bDoShadows, bool bAllowHighQuality, + const float2 vScreenPos, bool bClip, float4 vShadowTweaks = float4(3/1024.0f, 0.0005f, 0.0f, 0.0f), bool bHasNormal = true ) +{ + float3 vProjCoords = flashlightSpacePosition.xyz / flashlightSpacePosition.w; + float3 flashlightColor = float3(1,1,1); + +#if ( defined( _X360 ) ) + + float3 ltz = vProjCoords.xyz < float3( 0.0f, 0.0f, 0.0f ); + float3 gto = vProjCoords.xyz > float3( 1.0f, 1.0f, 1.0f ); + + [branch] + if ( dot(ltz + gto, float3(1,1,1)) > 0 ) + { + if ( bClip ) + { + clip(-1); + } + return float3(0,0,0); + } + else + { + flashlightColor = tex2D( FlashlightSampler, vProjCoords ); + + [branch] + if ( dot(flashlightColor.xyz, float3(1,1,1)) <= 0 ) + { + if ( bClip ) + { + clip(-1); + } + return float3(0,0,0); + } + } +#else + flashlightColor = tex2D( FlashlightSampler, vProjCoords ); +#endif + +#if defined(SHADER_MODEL_PS_2_0) || defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0) + flashlightColor *= cFlashlightColor.xyz; // Flashlight color +#endif + + float3 delta = flashlightPos - worldPos; + float3 L = normalize( delta ); + float distSquared = dot( delta, delta ); + float dist = sqrt( distSquared ); + + float endFalloffFactor = RemapValClamped( dist, farZ, 0.6f * farZ, 0.0f, 1.0f ); + + // Attenuation for light and to fade out shadow over distance + float fAtten = saturate( dot( attenuationFactors, float3( 1.0f, 1.0f/dist, 1.0f/distSquared ) ) ); + + // Shadowing and coloring terms +#if (defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0)) + if ( bDoShadows ) + { + float flShadow = DoFlashlightShadow( FlashlightDepthSampler, RandomRotationSampler, vProjCoords, vScreenPos, nShadowLevel, vShadowTweaks, bAllowHighQuality ); + float flAttenuated = lerp( flShadow, 1.0f, vShadowTweaks.y ); // Blend between fully attenuated and not attenuated + flShadow = saturate( lerp( flAttenuated, flShadow, fAtten ) ); // Blend between shadow and above, according to light attenuation + flashlightColor *= flShadow; // Shadow term + } +#endif + + float3 diffuseLighting = fAtten; + + float flLDotWorldNormal; + if ( bHasNormal ) + { + flLDotWorldNormal = dot( L.xyz, worldNormal.xyz ); + } + else + { + flLDotWorldNormal = 1.0f; + } + +#if defined(SHADER_MODEL_PS_2_0) || defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0) + diffuseLighting *= saturate( flLDotWorldNormal + flFlashlightNoLambertValue ); // Lambertian term +#else + diffuseLighting *= saturate( flLDotWorldNormal ); // Lambertian (not Half-Lambert) term +#endif + + diffuseLighting *= flashlightColor; + diffuseLighting *= endFalloffFactor; + + return diffuseLighting; +} + +#endif //#ifndef COMMON_FLASHLIGHT_FXC_H_ diff --git a/mp/game/momentum/shadereditorui/shader_src/common_fxc.h b/mp/game/momentum/shadereditorui/shader_src/common_fxc.h new file mode 100644 index 0000000000..72a1d5d4b0 --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/common_fxc.h @@ -0,0 +1,326 @@ +//========= Copyright © 1996-2007, Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +// +//=============================================================================// +#ifndef COMMON_FXC_H_ +#define COMMON_FXC_H_ + +#include "common_pragmas.h" +#include "common_hlsl_cpp_consts.h" + +#ifdef NV3X +# define HALF half +# define HALF2 half2 +# define HALF3 half3 +# define HALF4 half4 +# define HALF3x3 half3x3 +# define HALF3x4 half3x4 +# define HALF4x3 half4x3 +# define HALF_CONSTANT( _constant ) ((HALF)_constant) +#else +# define HALF float +# define HALF2 float2 +# define HALF3 float3 +# define HALF4 float4 +# define HALF3x3 float3x3 +# define HALF3x4 float3x4 +# define HALF4x3 float4x3 +# define HALF_CONSTANT( _constant ) _constant +#endif + +// This is where all common code for both vertex and pixel shaders. +#define OO_SQRT_3 0.57735025882720947f +static const HALF3 bumpBasis[3] = { + HALF3( 0.81649661064147949f, 0.0f, OO_SQRT_3 ), + HALF3( -0.40824833512306213f, 0.70710676908493042f, OO_SQRT_3 ), + HALF3( -0.40824821591377258f, -0.7071068286895752f, OO_SQRT_3 ) +}; +static const HALF3 bumpBasisTranspose[3] = { + HALF3( 0.81649661064147949f, -0.40824833512306213f, -0.40824833512306213f ), + HALF3( 0.0f, 0.70710676908493042f, -0.7071068286895752f ), + HALF3( OO_SQRT_3, OO_SQRT_3, OO_SQRT_3 ) +}; + +#if defined( _X360 ) +#define REVERSE_DEPTH_ON_X360 //uncomment to use D3DFMT_D24FS8 with an inverted depth viewport for better performance. Keep this in sync with the same named #define in public/shaderapi/shareddefs.h +//Note that the reversal happens in the viewport. So ONLY reading back from a depth texture should be affected. Projected math is unaffected. +#endif + +HALF3 CalcReflectionVectorNormalized( HALF3 normal, HALF3 eyeVector ) +{ + // FIXME: might be better of normalizing with a normalizing cube map and + // get rid of the dot( normal, normal ) + // compute reflection vector r = 2 * ((n dot v)/(n dot n)) n - v + return 2.0 * ( dot( normal, eyeVector ) / dot( normal, normal ) ) * normal - eyeVector; +} + +HALF3 CalcReflectionVectorUnnormalized( HALF3 normal, HALF3 eyeVector ) +{ + // FIXME: might be better of normalizing with a normalizing cube map and + // get rid of the dot( normal, normal ) + // compute reflection vector r = 2 * ((n dot v)/(n dot n)) n - v + // multiply all values through by N.N. uniformly scaling reflection vector won't affect result + // since it is used in a cubemap lookup + return (2.0*(dot( normal, eyeVector ))*normal) - (dot( normal, normal )*eyeVector); +} + +float3 HuePreservingColorClamp( float3 c ) +{ + // Get the max of all of the color components and a specified maximum amount + float maximum = max( max( c.x, c.y ), max( c.z, 1.0f ) ); + + return (c / maximum); +} + +HALF3 HuePreservingColorClamp( HALF3 c, HALF maxVal ) +{ + // Get the max of all of the color components and a specified maximum amount + float maximum = max( max( c.x, c.y ), max( c.z, maxVal ) ); + return (c * ( maxVal / maximum ) ); +} + +#if (AA_CLAMP==1) +HALF2 ComputeLightmapCoordinates( HALF4 Lightmap1and2Coord, HALF2 Lightmap3Coord ) +{ + HALF2 result = saturate(Lightmap1and2Coord.xy) * Lightmap1and2Coord.wz * 0.99; + result += Lightmap3Coord; + return result; +} + +void ComputeBumpedLightmapCoordinates( HALF4 Lightmap1and2Coord, HALF2 Lightmap3Coord, + out HALF2 bumpCoord1, + out HALF2 bumpCoord2, + out HALF2 bumpCoord3 ) +{ + HALF2 result = saturate(Lightmap1and2Coord.xy) * Lightmap1and2Coord.wz * 0.99; + result += Lightmap3Coord; + bumpCoord1 = result + HALF2(Lightmap1and2Coord.z, 0); + bumpCoord2 = result + 2*HALF2(Lightmap1and2Coord.z, 0); + bumpCoord3 = result + 3*HALF2(Lightmap1and2Coord.z, 0); +} +#else +HALF2 ComputeLightmapCoordinates( HALF4 Lightmap1and2Coord, HALF2 Lightmap3Coord ) +{ + return Lightmap1and2Coord.xy; +} + +void ComputeBumpedLightmapCoordinates( HALF4 Lightmap1and2Coord, HALF2 Lightmap3Coord, + out HALF2 bumpCoord1, + out HALF2 bumpCoord2, + out HALF2 bumpCoord3 ) +{ + bumpCoord1 = Lightmap1and2Coord.xy; + bumpCoord2 = Lightmap1and2Coord.wz; // reversed order!!! + bumpCoord3 = Lightmap3Coord.xy; +} +#endif + +// Versions of matrix multiply functions which force HLSL compiler to explictly use DOTs, +// not giving it the option of using MAD expansion. In a perfect world, the compiler would +// always pick the best strategy, and these shouldn't be needed.. but.. well.. umm.. +// +// lorenmcq + +float3 mul3x3(float3 v, float3x3 m) +{ +#if !defined( _X360 ) + return float3(dot(v, transpose(m)[0]), dot(v, transpose(m)[1]), dot(v, transpose(m)[2])); +#else + // xbox360 fxc.exe (new back end) borks with transposes, generates bad code + return mul( v, m ); +#endif +} + +float3 mul4x3(float4 v, float4x3 m) +{ +#if !defined( _X360 ) + return float3(dot(v, transpose(m)[0]), dot(v, transpose(m)[1]), dot(v, transpose(m)[2])); +#else + // xbox360 fxc.exe (new back end) borks with transposes, generates bad code + return mul( v, m ); +#endif +} + +float3 DecompressHDR( float4 input ) +{ + return input.rgb * input.a * MAX_HDR_OVERBRIGHT; +} + +float4 CompressHDR( float3 input ) +{ + // FIXME: want to use min so that we clamp to white, but what happens if we + // have an albedo component that's less than 1/MAX_HDR_OVERBRIGHT? + // float fMax = max( max( color.r, color.g ), color.b ); + float4 output; + float fMax = min( min( input.r, input.g ), input.b ); + if( fMax > 1.0f ) + { + float oofMax = 1.0f / fMax; + output.rgb = oofMax * input.rgb; + output.a = min( fMax / MAX_HDR_OVERBRIGHT, 1.0f ); + } + else + { + output.rgb = input.rgb; + output.a = 0.0f; + } + return output; +} + + +float3 LinearToGamma( const float3 f3linear ) +{ + return pow( f3linear, 1.0f / 2.2f ); +} + +float4 LinearToGamma( const float4 f4linear ) +{ + return float4( pow( f4linear.xyz, 1.0f / 2.2f ), f4linear.w ); +} + +float LinearToGamma( const float f1linear ) +{ + return pow( f1linear, 1.0f / 2.2f ); +} + +float3 GammaToLinear( const float3 gamma ) +{ + return pow( gamma, 2.2f ); +} + +float4 GammaToLinear( const float4 gamma ) +{ + return float4( pow( gamma.xyz, 2.2f ), gamma.w ); +} + +float GammaToLinear( const float gamma ) +{ + return pow( gamma, 2.2f ); +} + +// These two functions use the actual sRGB math +float SrgbGammaToLinear( float flSrgbGammaValue ) +{ + float x = saturate( flSrgbGammaValue ); + return ( x <= 0.04045f ) ? ( x / 12.92f ) : ( pow( ( x + 0.055f ) / 1.055f, 2.4f ) ); +} + +float SrgbLinearToGamma( float flLinearValue ) +{ + float x = saturate( flLinearValue ); + return ( x <= 0.0031308f ) ? ( x * 12.92f ) : ( 1.055f * pow( x, ( 1.0f / 2.4f ) ) ) - 0.055f; +} + +// These twofunctions use the XBox 360's exact piecewise linear algorithm +float X360GammaToLinear( float fl360GammaValue ) +{ + float flLinearValue; + + fl360GammaValue = saturate( fl360GammaValue ); + if ( fl360GammaValue < ( 96.0f / 255.0f ) ) + { + if ( fl360GammaValue < ( 64.0f / 255.0f ) ) + { + flLinearValue = fl360GammaValue * 255.0f; + } + else + { + flLinearValue = fl360GammaValue * ( 255.0f * 2.0f ) - 64.0f; + flLinearValue += floor( flLinearValue * ( 1.0f / 512.0f ) ); + } + } + else + { + if( fl360GammaValue < ( 192.0f / 255.0f ) ) + { + flLinearValue = fl360GammaValue * ( 255.0f * 4.0f ) - 256.0f; + flLinearValue += floor( flLinearValue * ( 1.0f / 256.0f ) ); + } + else + { + flLinearValue = fl360GammaValue * ( 255.0f * 8.0f ) - 1024.0f; + flLinearValue += floor( flLinearValue * ( 1.0f / 128.0f ) ); + } + } + + flLinearValue *= 1.0f / 1023.0f; + + flLinearValue = saturate( flLinearValue ); + return flLinearValue; +} + +float X360LinearToGamma( float flLinearValue ) +{ + float fl360GammaValue; + + flLinearValue = saturate( flLinearValue ); + if ( flLinearValue < ( 128.0f / 1023.0f ) ) + { + if ( flLinearValue < ( 64.0f / 1023.0f ) ) + { + fl360GammaValue = flLinearValue * ( 1023.0f * ( 1.0f / 255.0f ) ); + } + else + { + fl360GammaValue = flLinearValue * ( ( 1023.0f / 2.0f ) * ( 1.0f / 255.0f ) ) + ( 32.0f / 255.0f ); + } + } + else + { + if ( flLinearValue < ( 512.0f / 1023.0f ) ) + { + fl360GammaValue = flLinearValue * ( ( 1023.0f / 4.0f ) * ( 1.0f / 255.0f ) ) + ( 64.0f / 255.0f ); + } + else + { + fl360GammaValue = flLinearValue * ( ( 1023.0f /8.0f ) * ( 1.0f / 255.0f ) ) + ( 128.0f /255.0f ); // 1.0 -> 1.0034313725490196078431372549016 + if ( fl360GammaValue > 1.0f ) + { + fl360GammaValue = 1.0f; + } + } + } + + fl360GammaValue = saturate( fl360GammaValue ); + return fl360GammaValue; +} + +float SrgbGammaTo360Gamma( float flSrgbGammaValue ) +{ + float flLinearValue = SrgbGammaToLinear( flSrgbGammaValue ); + float fl360GammaValue = X360LinearToGamma( flLinearValue ); + return fl360GammaValue; +} + +float3 Vec3WorldToTangent( float3 iWorldVector, float3 iWorldNormal, float3 iWorldTangent, float3 iWorldBinormal ) +{ + float3 vTangentVector; + vTangentVector.x = dot( iWorldVector.xyz, iWorldTangent.xyz ); + vTangentVector.y = dot( iWorldVector.xyz, iWorldBinormal.xyz ); + vTangentVector.z = dot( iWorldVector.xyz, iWorldNormal.xyz ); + return vTangentVector.xyz; // Return without normalizing +} + +float3 Vec3WorldToTangentNormalized( float3 iWorldVector, float3 iWorldNormal, float3 iWorldTangent, float3 iWorldBinormal ) +{ + return normalize( Vec3WorldToTangent( iWorldVector, iWorldNormal, iWorldTangent, iWorldBinormal ) ); +} + +float3 Vec3TangentToWorld( float3 iTangentVector, float3 iWorldNormal, float3 iWorldTangent, float3 iWorldBinormal ) +{ + float3 vWorldVector; + vWorldVector.xyz = iTangentVector.x * iWorldTangent.xyz; + vWorldVector.xyz += iTangentVector.y * iWorldBinormal.xyz; + vWorldVector.xyz += iTangentVector.z * iWorldNormal.xyz; + return vWorldVector.xyz; // Return without normalizing +} + +float3 Vec3TangentToWorldNormalized( float3 iTangentVector, float3 iWorldNormal, float3 iWorldTangent, float3 iWorldBinormal ) +{ + return normalize( Vec3TangentToWorld( iTangentVector, iWorldNormal, iWorldTangent, iWorldBinormal ) ); +} + +#endif //#ifndef COMMON_FXC_H_ diff --git a/mp/game/momentum/shadereditorui/shader_src/common_hlsl_cpp_consts.h b/mp/game/momentum/shadereditorui/shader_src/common_hlsl_cpp_consts.h new file mode 100644 index 0000000000..5989e2b088 --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/common_hlsl_cpp_consts.h @@ -0,0 +1,27 @@ +//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +// +//=============================================================================// +#ifndef COMMON_HLSL_CONSTS_H_ +#define COMMON_HLSL_CONSTS_H_ + +#ifdef NV3X + #define PSHADER_VECT_SCALE 20.0 + #define VSHADER_VECT_SCALE (1.0 / (PSHADER_VECT_SCALE) ) +#else + #define PSHADER_VECT_SCALE 1.0 + #define VSHADER_VECT_SCALE 1.0 +#endif + +// GR - HDR luminance maps to 0..n range +// IMPORTANT: Keep the same value as in materialsystem_global.h +// HDRFIXME: Make this a pixel shader constant? +#define MAX_HDR_OVERBRIGHT 16.0f + +#define LINEAR_FOG_COLOR 29 +#define TONE_MAPPING_SCALE_PSH_CONSTANT 30 + +#endif //#ifndef COMMON_HLSL_CONSTS_H_ diff --git a/mp/game/momentum/shadereditorui/shader_src/common_lightmappedgeneric_fxc.h b/mp/game/momentum/shadereditorui/shader_src/common_lightmappedgeneric_fxc.h new file mode 100644 index 0000000000..a1354d1a16 --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/common_lightmappedgeneric_fxc.h @@ -0,0 +1,201 @@ + + +#if defined( _X360 ) + +void GetBaseTextureAndNormal( sampler base, sampler base2, sampler bump, bool bBase2, bool bBump, float3 coords, float3 vWeights, + out float4 vResultBase, out float4 vResultBase2, out float4 vResultBump ) +{ + vResultBase = 0; + vResultBase2 = 0; + vResultBump = 0; + + if ( !bBump ) + { + vResultBump = float4(0, 0, 1, 1); + } + +#if SEAMLESS + + vWeights = max( vWeights - 0.3, 0 ); + + vWeights *= 1.0f / dot( vWeights, float3(1,1,1) ); + + [branch] + if (vWeights.x > 0) + { + vResultBase += vWeights.x * tex2D( base, coords.zy ); + + if ( bBase2 ) + { + vResultBase2 += vWeights.x * tex2D( base2, coords.zy ); + } + + if ( bBump ) + { + vResultBump += vWeights.x * tex2D( bump, coords.zy ); + } + } + + [branch] + if (vWeights.y > 0) + { + vResultBase += vWeights.y * tex2D( base, coords.xz ); + + if ( bBase2 ) + { + vResultBase2 += vWeights.y * tex2D( base2, coords.xz ); + } + if ( bBump ) + { + vResultBump += vWeights.y * tex2D( bump, coords.xz ); + } + } + + [branch] + if (vWeights.z > 0) + { + vResultBase += vWeights.z * tex2D( base, coords.xy ); + if ( bBase2 ) + { + vResultBase2 += vWeights.z * tex2D( base2, coords.xy ); + } + + if ( bBump ) + { + vResultBump += vWeights.z * tex2D( bump, coords.xy ); + } + } + +#else // not seamless + + vResultBase = tex2D( base, coords.xy ); + + if ( bBase2 ) + { + vResultBase2 = tex2D( base2, coords.xy ); + } + + if ( bBump ) + { + vResultBump = tex2D( bump, coords.xy ); + } + +#endif + + +} + +#else // PC + +void GetBaseTextureAndNormal( sampler base, sampler base2, sampler bump, bool bBase2, bool bBump, float3 coords, float3 vWeights, + out float4 vResultBase, out float4 vResultBase2, out float4 vResultBump ) +{ + vResultBase = 0; + vResultBase2 = 0; + vResultBump = 0; + + if ( !bBump ) + { + vResultBump = float4(0, 0, 1, 1); + } + +#if SEAMLESS + + vResultBase += vWeights.x * tex2D( base, coords.zy ); + if ( bBase2 ) + { + vResultBase2 += vWeights.x * tex2D( base2, coords.zy ); + } + if ( bBump ) + { + vResultBump += vWeights.x * tex2D( bump, coords.zy ); + } + + vResultBase += vWeights.y * tex2D( base, coords.xz ); + if ( bBase2 ) + { + vResultBase2 += vWeights.y * tex2D( base2, coords.xz ); + } + if ( bBump ) + { + vResultBump += vWeights.y * tex2D( bump, coords.xz ); + } + + vResultBase += vWeights.z * tex2D( base, coords.xy ); + if ( bBase2 ) + { + vResultBase2 += vWeights.z * tex2D( base2, coords.xy ); + } + if ( bBump ) + { + vResultBump += vWeights.z * tex2D( bump, coords.xy ); + } + +#else // not seamless + + vResultBase = tex2D( base, coords.xy ); + if ( bBase2 ) + { + vResultBase2 = tex2D( base2, coords.xy ); + } + if ( bBump ) + { + vResultBump = tex2D( bump, coords.xy ); + } +#endif + +} + +#endif + + + + +float3 LightMapSample( sampler LightmapSampler, float2 vTexCoord ) +{ +# if ( !defined( _X360 ) || !defined( USE_32BIT_LIGHTMAPS_ON_360 ) ) + { + float3 sample = tex2D( LightmapSampler, vTexCoord ); + + return sample; + } +# else + { +# if 0 //1 for cheap sampling, 0 for accurate scaling from the individual samples + { + float4 sample = tex2D( LightmapSampler, vTexCoord ); + + return sample.rgb * sample.a; + } +# else + { + float4 Weights; + float4 samples_0; //no arrays allowed in inline assembly + float4 samples_1; + float4 samples_2; + float4 samples_3; + + asm { + tfetch2D samples_0, vTexCoord.xy, LightmapSampler, OffsetX = -0.5, OffsetY = -0.5, MinFilter=point, MagFilter=point, MipFilter=keep, UseComputedLOD=false + tfetch2D samples_1, vTexCoord.xy, LightmapSampler, OffsetX = 0.5, OffsetY = -0.5, MinFilter=point, MagFilter=point, MipFilter=keep, UseComputedLOD=false + tfetch2D samples_2, vTexCoord.xy, LightmapSampler, OffsetX = -0.5, OffsetY = 0.5, MinFilter=point, MagFilter=point, MipFilter=keep, UseComputedLOD=false + tfetch2D samples_3, vTexCoord.xy, LightmapSampler, OffsetX = 0.5, OffsetY = 0.5, MinFilter=point, MagFilter=point, MipFilter=keep, UseComputedLOD=false + + getWeights2D Weights, vTexCoord.xy, LightmapSampler + }; + + Weights = float4( (1-Weights.x)*(1-Weights.y), Weights.x*(1-Weights.y), (1-Weights.x)*Weights.y, Weights.x*Weights.y ); + + float3 result; + result.rgb = samples_0.rgb * (samples_0.a * Weights.x); + result.rgb += samples_1.rgb * (samples_1.a * Weights.y); + result.rgb += samples_2.rgb * (samples_2.a * Weights.z); + result.rgb += samples_3.rgb * (samples_3.a * Weights.w); + + return result; + } +# endif + } +# endif +} + diff --git a/mp/game/momentum/shadereditorui/shader_src/common_parallax.h b/mp/game/momentum/shadereditorui/shader_src/common_parallax.h new file mode 100644 index 0000000000..85361a7f16 --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/common_parallax.h @@ -0,0 +1,247 @@ +#ifndef COMMON_PARALLAX_H +#define COMMON_PARALLAX_H + +#include "common_ps_fxc.h" + +void GetWorldSpaceOffset( const bool bDoCalc, float3 wpos, float2 uvdelta, + float prlxamt, float scale, out float3 worldSpaceOffset ) +{ + if ( bDoCalc ) + { + worldSpaceOffset.xy = uvdelta * scale; + worldSpaceOffset.z = prlxamt; // * 0.7f; + } + else + worldSpaceOffset = float3( 0, 0, 0 ); +} + +float CalcDerivativeScale( const bool bDoCalc, float2 uvddx, float2 uvddy, float3 wpos ) +{ + float scale = 1; + if ( bDoCalc ) + scale = max( length( ddx( wpos ) ) / length(uvddx), length( ddy( wpos ) ) / length(uvddy) ); + return scale; +} + +float2 CalcParallaxUV_Relief( float2 inTexCoord, float3 vViewTS, float flParallaxAmt, float3 vNormal, + float3 vViewW, sampler HeightMapSampler, + const int samples_min, const int samples_max, const int binary_max, + float3 WPos, out float3 worldSpaceOffset, + const bool bDoGradient, const bool bGetOffset ) +{ + float3 p = float3(inTexCoord,1); + float3 v = normalize(vViewTS); + v.z = abs(v.z); + + float2 dx = ddx( inTexCoord ); + float2 dy = ddy( inTexCoord ); + float scale = CalcDerivativeScale( true, dx, dy, WPos ); + + flParallaxAmt /= scale; + + float depthBias = 1.0 - v.z; + depthBias = 1.0f - pow( depthBias, 10 ); + + v.xy *= depthBias * flParallaxAmt; + + int linearSearchSteps = samples_max; + if ( bDoGradient ) + { + vViewW = normalize( vViewW ); + linearSearchSteps = (int) lerp( samples_max, samples_min, dot( vViewW, vNormal ) ); + } + int binarySearchSteps = binary_max; + + v /= v.z * linearSearchSteps; + int i; + float curh = 0; + v.z *= -1.0f; + + if ( !bDoGradient ) + { + for ( i = 0; i < linearSearchSteps; i++ ) + { + curh = tex2D( HeightMapSampler, p.xy ).r; + if ( curh < p.z ) + p += v; + } + } + else + { + bool bCondition = true; + int nStepIndex = 0; + while ( bCondition == true && nStepIndex < linearSearchSteps ) + { + curh = tex2Dgrad( HeightMapSampler, p.xy, dx, dy ).r; + if ( curh > p.z ) + bCondition = false; + else + { + p += v; + nStepIndex++; + } + } + } + + for( i = 0; i < binarySearchSteps; i++ ) + { + v *= 0.5f; + float tex = tex2D(HeightMapSampler, p.xy).r; + if (p.z > tex) + p += v; + else + p -= v; + } + + GetWorldSpaceOffset( bGetOffset, WPos, (inTexCoord-p.xy), + (1.0f-p.z), scale, worldSpaceOffset ); + return p.xy; +} + + +//===================================================================================// +// This is based on Natasha Tatarchuk's Parallax Occlusion Mapping (ATI) +//===================================================================================// +// INPUT: +// inTexCoord: +// the texcoord for the height/displacement map before parallaxing +// +// vParallax: +// Compute initial parallax displacement direction: +// float2 vParallaxDirection = normalize( vViewTS.xy ); +// float fLength = length( vViewTS ); +// float fParallaxLength = sqrt( fLength * fLength - vViewTS.z * vViewTS.z ) / vViewTS.z; +// Out.vParallax = vParallaxDirection * fParallaxLength * fProjectedBumpHeight; +// +// vNormal: +// tangent space normal +// +// vViewW: +// float3 vViewW = /*normalize*/(mul( matViewInverse, float4( 0, 0, 0, 1)) - inPosition ); +// +// OUTPUT: +// the new texcoord after parallaxing + +float2 CalcParallaxUV_POM( float2 inTexCoord, float3 vViewTS, float flParallaxAmt, float3 vNormal, + float3 vViewW, sampler HeightMapSampler, + const int samples_min, const int samples_max, const int binary_max, + float3 WPos, out float3 worldSpaceOffset, + const bool bDoGradient, const bool bGetOffset ) +{ + float2 dx = ddx( inTexCoord ); + float2 dy = ddy( inTexCoord ); + + float scale = CalcDerivativeScale( true, dx, dy, WPos ); + flParallaxAmt /= scale; + + float2 vParallax = normalize( vViewTS.xy ); + float fLength = length( vViewTS ); + float fParallaxLength = sqrt( fLength * fLength - vViewTS.z * vViewTS.z ) / vViewTS.z; + vParallax *= fParallaxLength * flParallaxAmt; + + vViewW = normalize( vViewW ); + + //===============================================// + // Parallax occlusion mapping offset computation // + //===============================================// + int nNumSteps = (int) lerp( samples_max, samples_min, dot( vViewW, vNormal ) ); + + float fCurrHeight = 0.0; + float fStepSize = 1.0 / (float) nNumSteps; + float fPrevHeight = 1.0; + float fNextHeight = 0.0; + + int nStepIndex = 0; + + float2 vTexOffsetPerStep = fStepSize * vParallax; + + float2 vTexCurrentOffset = inTexCoord; + float fCurrentBound = 1.0; + + float x = 0; + float y = 0; + float xh = 0; + float yh = 0; + + float2 texOffset2 = 0; + + bool bCondition = true; + while ( bCondition == true && nStepIndex < nNumSteps ) + { + vTexCurrentOffset -= vTexOffsetPerStep; + + fCurrHeight = tex2Dgrad( HeightMapSampler, vTexCurrentOffset, dx, dy ).r; + + fCurrentBound -= fStepSize; + + if ( fCurrHeight > fCurrentBound ) + { + x = fCurrentBound; + y = fCurrentBound + fStepSize; + xh = fCurrHeight; + yh = fPrevHeight; + + texOffset2 = vTexCurrentOffset - vTexOffsetPerStep; + + bCondition = false; + } + else + { + nStepIndex++; + fPrevHeight = fCurrHeight; + } + + } // End of while ( bCondition == true && nStepIndex > -1 )#else + //fCurrentBound -= fStepSize; + + float fParallaxAmount; + float numerator = (x * (y - yh) - y * (x - xh)); + float denomenator = ((y - yh) - (x - xh)); + // avoid NaN generation + if( ( numerator == 0.0f ) && ( denomenator == 0.0f ) ) + { + fParallaxAmount = 0.0f; + } + else + { + fParallaxAmount = numerator / denomenator; + } + + fParallaxAmount = 1.0f - fParallaxAmount; + float2 vParallaxOffset = vParallax * fParallaxAmount; + float2 texSampleBase = inTexCoord - vParallaxOffset; + + vParallaxOffset = clamp( vParallaxOffset, -1, 1 ); + + GetWorldSpaceOffset( bGetOffset, WPos, vParallaxOffset, + fParallaxAmount, scale, worldSpaceOffset ); + + return texSampleBase; +} +float CalcParallaxedShadows_OneLight( float2 UV, float2 UV_prlx, float3 vecLightTS, float3 WPos, float flParallaxAmt, float flSoftening, sampler Heightmap ) +{ + float scale = CalcDerivativeScale( true, ddx( UV ), ddy( UV ), WPos ); + flParallaxAmt /= scale; + + float2 inXY = vecLightTS.xy * flParallaxAmt; + + float sh0 = tex2D( Heightmap, UV_prlx).r; + float shA = (tex2D( Heightmap, UV_prlx + inXY * 0.88 ).r - sh0 - 0.88 ) * 1 * flSoftening; + float sh9 = (tex2D( Heightmap, UV_prlx + inXY * 0.77 ).r - sh0 - 0.77 ) * 2 * flSoftening; + float sh8 = (tex2D( Heightmap, UV_prlx + inXY * 0.66 ).r - sh0 - 0.66 ) * 4 * flSoftening; + float sh7 = (tex2D( Heightmap, UV_prlx + inXY * 0.55 ).r - sh0 - 0.55 ) * 6 * flSoftening; + float sh6 = (tex2D( Heightmap, UV_prlx + inXY * 0.44 ).r - sh0 - 0.44 ) * 8 * flSoftening; + float sh5 = (tex2D( Heightmap, UV_prlx + inXY * 0.33 ).r - sh0 - 0.33 ) * 10 * flSoftening; + float sh4 = (tex2D( Heightmap, UV_prlx + inXY * 0.22 ).r - sh0 - 0.22 ) * 12 * flSoftening; + + float fShadow = 1.0f - max( max( max( max( max( max( shA, sh9 ), sh8 ), sh7 ), sh6 ), sh5 ), sh4 ); + return saturate( fShadow ); +} +float CalcParallaxedShadows( float2 UV, float3 WPos, float flParallaxAmt, float flSoftening, sampler Heightmap ) +{ + return 1; + //float3 vecLightTS = float3( 0, 0.7f, 0 ); + //return CalcParallaxedShadows_OneLight( UV, vecLightTS, WPos, flParallaxAmt, flSoftening, Heightmap ); +} + +#endif \ No newline at end of file diff --git a/mp/game/momentum/shadereditorui/shader_src/common_pragmas.h b/mp/game/momentum/shadereditorui/shader_src/common_pragmas.h new file mode 100644 index 0000000000..d2cf3e140a --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/common_pragmas.h @@ -0,0 +1,38 @@ +//========= Copyright © 1996-2007, Valve Corporation, All rights reserved. ============// +// +// Purpose: Common shader compiler pragmas +// +// $NoKeywords: $ +// +//=============================================================================// +#ifndef COMMON_PRAGMAS_H_ +#define COMMON_PRAGMAS_H_ + +// +// Validated shader models: +// +// SHADER_MODEL_VS_1_1 +// SHADER_MODEL_VS_2_0 +// SHADER_MODEL_VS_3_0 +// +// SHADER_MODEL_PS_1_1 +// SHADER_MODEL_PS_1_4 +// SHADER_MODEL_PS_2_0 +// SHADER_MODEL_PS_2_B +// SHADER_MODEL_PS_3_0 +// +// +// +// Platforms: +// +// PC +// _X360 +// + +// Special pragmas silencing common warnings +#pragma warning ( disable : 3557 ) // warning X3557: Loop only executes for N iteration(s), forcing loop to unroll +#pragma warning ( disable : 3595 ) // warning X3595: Microcode Compiler possible performance issue: pixel shader input semantic ___ is unused +#pragma warning ( disable : 3596 ) // warning X3596: Microcode Compiler possible performance issue: pixel shader input semantic ___ is unused +#pragma warning ( disable : 4702 ) // warning X4702: complement opportunity missed because input result WAS clamped from 0 to 1 + +#endif //#ifndef COMMON_PRAGMAS_H_ diff --git a/mp/game/momentum/shadereditorui/shader_src/common_ps_fxc.h b/mp/game/momentum/shadereditorui/shader_src/common_ps_fxc.h new file mode 100644 index 0000000000..b634a5409a --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/common_ps_fxc.h @@ -0,0 +1,664 @@ +//====== Copyright © 1996-2007, Valve Corporation, All rights reserved. =======// +// +// Purpose: Common pixel shader code +// +// $NoKeywords: $ +// +//=============================================================================// +#ifndef COMMON_PS_FXC_H_ +#define COMMON_PS_FXC_H_ + +#include "common_fxc.h" + +// Put global skip commands here. . make sure and check that the appropriate vars are defined +// so these aren't used on the wrong shaders! + +// -------------------------------------------------------------------------------- +// HDR should never be enabled if we don't aren't running in float or integer HDR mode. +// SKIP: defined $HDRTYPE && defined $HDRENABLED && !$HDRTYPE && $HDRENABLED +// -------------------------------------------------------------------------------- +// We don't ever write water fog to dest alpha if we aren't doing water fog. +// SKIP: defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA +// -------------------------------------------------------------------------------- +// We don't need fog in the pixel shader if we aren't in float fog mode2 +// NOSKIP: defined $HDRTYPE && defined $HDRENABLED && defined $PIXELFOGTYPE && $HDRTYPE != HDR_TYPE_FLOAT && $FOGTYPE != 0 +// -------------------------------------------------------------------------------- +// We don't do HDR and LIGHTING_PREVIEW at the same time since it's running LDR in hammer. +// SKIP: defined $LIGHTING_PREVIEW && defined $HDRTYPE && $LIGHTING_PREVIEW && $HDRTYPE != 0 +// -------------------------------------------------------------------------------- +// Ditch all fastpath attempts if we are doing LIGHTING_PREVIEW. +// SKIP: defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPTINT && $LIGHTING_PREVIEW && $FASTPATHENVMAPTINT +// SKIP: defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPCONTRAST && $LIGHTING_PREVIEW && $FASTPATHENVMAPCONTRAST +// SKIP: defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH +// -------------------------------------------------------------------------------- +// Ditch flashlight depth when flashlight is disabled +// SKIP: ($FLASHLIGHT || $FLASHLIGHTSHADOWS) && $LIGHTING_PREVIEW +// -------------------------------------------------------------------------------- + +// System defined pixel shader constants + +#if defined( _X360 ) +const bool g_bHighQualityShadows : register( b0 ); +#endif + +// NOTE: w == 1.0f / (Dest alpha compressed depth range). +const float4 g_LinearFogColor : register( c29 ); + +#define OO_DESTALPHA_DEPTH_RANGE (g_LinearFogColor.w) + +// Linear and gamma light scale values +const float4 cLightScale : register( c30 ); +#define LINEAR_LIGHT_SCALE (cLightScale.x) +#define LIGHT_MAP_SCALE (cLightScale.y) +#define ENV_MAP_SCALE (cLightScale.z) +#define GAMMA_LIGHT_SCALE (cLightScale.w) + +// Flashlight constants +#if defined(SHADER_MODEL_PS_2_0) || defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0) + const float4 cFlashlightColor : register( c10 ); //register( c28 ); + const float4 cFlashlightScreenScale : register( c11 ); //register( c31 ); // .zw are currently unused + #define flFlashlightNoLambertValue cFlashlightColor.w // This is either 0.0 or 2.0 +#endif + +#define HDR_INPUT_MAP_SCALE 16.0f + +#define TONEMAP_SCALE_NONE 0 +#define TONEMAP_SCALE_LINEAR 1 +#define TONEMAP_SCALE_GAMMA 2 + +#define PIXEL_FOG_TYPE_NONE -1 //MATERIAL_FOG_NONE is handled by PIXEL_FOG_TYPE_RANGE, this is for explicitly disabling fog in the shader +#define PIXEL_FOG_TYPE_RANGE 0 //range+none packed together in ps2b. Simply none in ps20 (instruction limits) +#define PIXEL_FOG_TYPE_HEIGHT 1 + +// If you change these, make the corresponding change in hardwareconfig.cpp +#define NVIDIA_PCF_POISSON 0 +#define ATI_NOPCF 1 +#define ATI_NO_PCF_FETCH4 2 + +struct LPREVIEW_PS_OUT +{ + float4 color : COLOR0; + float4 normal : COLOR1; + float4 position : COLOR2; + float4 flags : COLOR3; +}; + +/* +// unused +HALF Luminance( HALF3 color ) +{ + return dot( color, HALF3( HALF_CONSTANT(0.30f), HALF_CONSTANT(0.59f), HALF_CONSTANT(0.11f) ) ); +} +*/ + +/* +// unused +HALF LuminanceScaled( HALF3 color ) +{ + return dot( color, HALF3( HALF_CONSTANT(0.30f) / MAX_HDR_OVERBRIGHT, HALF_CONSTANT(0.59f) / MAX_HDR_OVERBRIGHT, HALF_CONSTANT(0.11f) / MAX_HDR_OVERBRIGHT ) ); +} +*/ + +/* +// unused +HALF AvgColor( HALF3 color ) +{ + return dot( color, HALF3( HALF_CONSTANT(0.33333f), HALF_CONSTANT(0.33333f), HALF_CONSTANT(0.33333f) ) ); +} +*/ + +/* +// unused +HALF4 DiffuseBump( sampler lightmapSampler, + float2 lightmapTexCoord1, + float2 lightmapTexCoord2, + float2 lightmapTexCoord3, + HALF3 normal ) +{ + HALF3 lightmapColor1 = tex2D( lightmapSampler, lightmapTexCoord1 ); + HALF3 lightmapColor2 = tex2D( lightmapSampler, lightmapTexCoord2 ); + HALF3 lightmapColor3 = tex2D( lightmapSampler, lightmapTexCoord3 ); + + HALF3 diffuseLighting; + diffuseLighting = saturate( dot( normal, bumpBasis[0] ) ) * lightmapColor1 + + saturate( dot( normal, bumpBasis[1] ) ) * lightmapColor2 + + saturate( dot( normal, bumpBasis[2] ) ) * lightmapColor3; + + return HALF4( diffuseLighting, LuminanceScaled( diffuseLighting ) ); +} +*/ + + +/* +// unused +HALF Fresnel( HALF3 normal, + HALF3 eye, + HALF2 scaleBias ) +{ + HALF fresnel = HALF_CONSTANT(1.0f) - dot( normal, eye ); + fresnel = pow( fresnel, HALF_CONSTANT(5.0f) ); + + return fresnel * scaleBias.x + scaleBias.y; +} +*/ + +/* +// unused +HALF4 GetNormal( sampler normalSampler, + float2 normalTexCoord ) +{ + HALF4 normal = tex2D( normalSampler, normalTexCoord ); + normal.rgb = HALF_CONSTANT(2.0f) * normal.rgb - HALF_CONSTANT(1.0f); + + return normal; +} +*/ + +// Needs to match NormalDecodeMode_t enum in imaterialsystem.h +#define NORM_DECODE_NONE 0 +#define NORM_DECODE_ATI2N 1 +#define NORM_DECODE_ATI2N_ALPHA 2 + +float4 DecompressNormal( sampler NormalSampler, float2 tc, int nDecompressionMode, sampler AlphaSampler ) +{ + float4 normalTexel = tex2D( NormalSampler, tc ); + float4 result; + + if ( nDecompressionMode == NORM_DECODE_NONE ) + { + result = float4(normalTexel.xyz * 2.0f - 1.0f, normalTexel.a ); + } + else if ( nDecompressionMode == NORM_DECODE_ATI2N ) + { + result.xy = normalTexel.xy * 2.0f - 1.0f; + result.z = sqrt( 1.0f - dot(result.xy, result.xy) ); + result.a = 1.0f; + } + else // ATI2N plus ATI1N for alpha + { + result.xy = normalTexel.xy * 2.0f - 1.0f; + result.z = sqrt( 1.0f - dot(result.xy, result.xy) ); + result.a = tex2D( AlphaSampler, tc ).x; // Note that this comes in on the X channel + } + + return result; +} + +float4 DecompressNormal( sampler NormalSampler, float2 tc, int nDecompressionMode ) +{ + return DecompressNormal( NormalSampler, tc, nDecompressionMode, NormalSampler ); +} + + +HALF3 NormalizeWithCubemap( sampler normalizeSampler, HALF3 input ) +{ +// return texCUBE( normalizeSampler, input ) * 2.0f - 1.0f; + return texCUBE( normalizeSampler, input ); +} + +/* +HALF4 EnvReflect( sampler envmapSampler, + sampler normalizeSampler, + HALF3 normal, + float3 eye, + HALF2 fresnelScaleBias ) +{ + HALF3 normEye = NormalizeWithCubemap( normalizeSampler, eye ); + HALF fresnel = Fresnel( normal, normEye, fresnelScaleBias ); + HALF3 reflect = CalcReflectionVectorUnnormalized( normal, eye ); + return texCUBE( envmapSampler, reflect ); +} +*/ + +float CalcWaterFogAlpha( const float flWaterZ, const float flEyePosZ, const float flWorldPosZ, const float flProjPosZ, const float flFogOORange ) +{ +// float flDepthFromWater = flWaterZ - flWorldPosZ + 2.0f; // hackity hack . .this is for the DF_FUDGE_UP in view_scene.cpp + float flDepthFromWater = flWaterZ - flWorldPosZ; + + // if flDepthFromWater < 0, then set it to 0 + // This is the equivalent of moving the vert to the water surface if it's above the water surface + // We'll do this with the saturate at the end instead. +// flDepthFromWater = max( 0.0f, flDepthFromWater ); + + // Calculate the ratio of water fog to regular fog (ie. how much of the distance from the viewer + // to the vert is actually underwater. + float flDepthFromEye = flEyePosZ - flWorldPosZ; + float f = (flDepthFromWater / flDepthFromEye) * flProjPosZ; + + // $tmp.w is now the distance that we see through water. + return saturate( f * flFogOORange ); +} + +#if defined(SHADER_EDITOR_SWARM_COMPILE) +float CalcRangeFog( const float3 flEyePos, const float3 flWorldPos, const float flFogEndOverRange, const float flFogMaxDensity, const float flFogOORange ) +#else +float CalcRangeFog( const float flProjPosZ, const float flFogEndOverRange, const float flFogMaxDensity, const float flFogOORange ) +#endif // SHADER_EDITOR_SWARM_COMPILE +{ +#if defined(SHADER_EDITOR_SWARM_COMPILE) + return min( flFogMaxDensity, saturate( flFogEndOverRange + ( distance( flEyePos, flWorldPos ) * flFogOORange ) ) ); +#elif defined(SHADER_EDITOR_2013_COMPILE) + return min( flFogMaxDensity, ( saturate( flProjPosZ * flFogOORange - flFogEndOverRange ) ) ); +#else +#if !(defined(SHADER_MODEL_PS_1_1) || defined(SHADER_MODEL_PS_1_4) || defined(SHADER_MODEL_PS_2_0)) //Minimum requirement of ps2b + return min( flFogMaxDensity, ( saturate( 1.0 - (flFogEndOverRange - (flProjPosZ * flFogOORange)) ) ) ); +#else + return 0.0f; //ps20 shaders will never have range fog enabled because too many ran out of slots. +#endif +#endif // SHADER_EDITOR_SWARM_COMPILE +} + +#if defined(SHADER_EDITOR_SWARM_COMPILE) +float CalcPixelFogFactor( int iPIXELFOGTYPE, const float4 fogParams, const float3 flEyePos, const float3 flWorldPos ) +#else +float CalcPixelFogFactor( int iPIXELFOGTYPE, const float4 fogParams, const float flEyePosZ, const float flWorldPosZ, const float flProjPosZ ) +#endif // SHADER_EDITOR_SWARM_COMPILE +{ + float retVal; + if ( iPIXELFOGTYPE == PIXEL_FOG_TYPE_NONE ) + { + retVal = 0.0f; + } + if ( iPIXELFOGTYPE == PIXEL_FOG_TYPE_RANGE ) //range fog, or no fog depending on fog parameters + { +#if defined(SHADER_EDITOR_SWARM_COMPILE) + retVal = CalcRangeFog( flEyePos, flWorldPos, fogParams.x, fogParams.z, fogParams.w ); +#else + retVal = CalcRangeFog( flProjPosZ, fogParams.x, fogParams.z, fogParams.w ); +#endif // SHADER_EDITOR_SWARM_COMPILE + } + else if ( iPIXELFOGTYPE == PIXEL_FOG_TYPE_HEIGHT ) //height fog + { +#if defined(SHADER_EDITOR_SWARM_COMPILE) + retVal = 0.0f; +#else + retVal = CalcWaterFogAlpha( fogParams.y, flEyePosZ, flWorldPosZ, flProjPosZ, fogParams.w ); +#endif // SHADER_EDITOR_SWARM_COMPILE + } + + return retVal; +} + +//g_FogParams not defined by default, but this is the same layout for every shader that does define it +#define g_FogEndOverRange g_FogParams.x +#define g_WaterZ g_FogParams.y +#define g_FogMaxDensity g_FogParams.z +#define g_FogOORange g_FogParams.w + +float3 BlendPixelFog( const float3 vShaderColor, float pixelFogFactor, const float3 vFogColor, const int iPIXELFOGTYPE ) +{ + if( iPIXELFOGTYPE == PIXEL_FOG_TYPE_RANGE ) //either range fog or no fog depending on fog parameters and whether this is ps20 or ps2b + { +# if !(defined(SHADER_MODEL_PS_1_1) || defined(SHADER_MODEL_PS_1_4) || defined(SHADER_MODEL_PS_2_0)) //Minimum requirement of ps2b + pixelFogFactor = saturate( pixelFogFactor ); + return lerp( vShaderColor.rgb, vFogColor.rgb, pixelFogFactor * pixelFogFactor ); //squaring the factor will get the middle range mixing closer to hardware fog +# else + return vShaderColor; +# endif + } + else if( iPIXELFOGTYPE == PIXEL_FOG_TYPE_HEIGHT ) + { + return lerp( vShaderColor.rgb, vFogColor.rgb, saturate( pixelFogFactor ) ); + } + else if( iPIXELFOGTYPE == PIXEL_FOG_TYPE_NONE ) + { + return vShaderColor; + } +} + + +#if ((defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0)) && ( CONVERT_TO_SRGB != 0 ) ) +sampler1D GammaTableSampler : register( s15 ); + +float3 SRGBOutput( const float3 vShaderColor ) +{ + //On ps2b capable hardware we always have the linear->gamma conversion table texture in sampler s15. + float3 result; + result.r = tex1D( GammaTableSampler, vShaderColor.r ).r; + result.g = tex1D( GammaTableSampler, vShaderColor.g ).r; + result.b = tex1D( GammaTableSampler, vShaderColor.b ).r; + return result; +} + +#else + +float3 SRGBOutput( const float3 vShaderColor ) +{ + return vShaderColor; //ps 1.1, 1.4, and 2.0 never do srgb conversion in the pixel shader +} + +#endif + + +float SoftParticleDepth( float flDepth ) +{ + return flDepth * OO_DESTALPHA_DEPTH_RANGE; +} + + +float DepthToDestAlpha( const float flProjZ ) +{ +#if !(defined(SHADER_MODEL_PS_1_1) || defined(SHADER_MODEL_PS_1_4) || defined(SHADER_MODEL_PS_2_0)) //Minimum requirement of ps2b + return SoftParticleDepth( flProjZ ); +#else + return 1.0f; +#endif +} + + +float4 FinalOutput( const float4 vShaderColor, float pixelFogFactor, const int iPIXELFOGTYPE, const int iTONEMAP_SCALE_TYPE, const bool bWriteDepthToDestAlpha = false, const float flProjZ = 1.0f ) +{ + float4 result; + if( iTONEMAP_SCALE_TYPE == TONEMAP_SCALE_LINEAR ) + { + result.rgb = vShaderColor.rgb * LINEAR_LIGHT_SCALE; + } + else if( iTONEMAP_SCALE_TYPE == TONEMAP_SCALE_GAMMA ) + { + result.rgb = vShaderColor.rgb * GAMMA_LIGHT_SCALE; + } + else if( iTONEMAP_SCALE_TYPE == TONEMAP_SCALE_NONE ) + { + result.rgb = vShaderColor.rgb; + } + + if( bWriteDepthToDestAlpha ) +#if ( WRITEWATERFOGTODESTALPHA == 1 ) + result.a = pixelFogFactor; +#else + result.a = DepthToDestAlpha( flProjZ ); +#endif + else + result.a = vShaderColor.a; + + result.rgb = BlendPixelFog( result.rgb, pixelFogFactor, g_LinearFogColor.rgb, iPIXELFOGTYPE ); + +#if !(defined(SHADER_EDITOR_SWARM_COMPILE)) + +#if !(defined(SHADER_MODEL_PS_1_1) || defined(SHADER_MODEL_PS_1_4) || defined(SHADER_MODEL_PS_2_0)) //Minimum requirement of ps2b + result.rgb = SRGBOutput( result.rgb ); //SRGB in pixel shader conversion +#endif + +#endif // SHADER_EDITOR_SWARM_COMPILE + + return result; +} + +LPREVIEW_PS_OUT FinalOutput( const LPREVIEW_PS_OUT vShaderColor, float pixelFogFactor, const int iPIXELFOGTYPE, const int iTONEMAP_SCALE_TYPE ) +{ + LPREVIEW_PS_OUT result; + result.color = FinalOutput( vShaderColor.color, pixelFogFactor, iPIXELFOGTYPE, iTONEMAP_SCALE_TYPE ); + result.normal.rgb = SRGBOutput( vShaderColor.normal.rgb ); + result.normal.a = vShaderColor.normal.a; + + result.position.rgb = SRGBOutput( vShaderColor.position.rgb ); + result.position.a = vShaderColor.position.a; + + result.flags.rgb = SRGBOutput( vShaderColor.flags.rgb ); + result.flags.a = vShaderColor.flags.a; + + return result; +} + + + + +float RemapValClamped( float val, float A, float B, float C, float D) +{ + float cVal = (val - A) / (B - A); + cVal = saturate( cVal ); + + return C + (D - C) * cVal; +} + +//======================================// +// HSL Color space conversion routines // +//======================================// + +#define HUE 0 +#define SATURATION 1 +#define LIGHTNESS 2 + +// Convert from RGB to HSL color space +float4 RGBtoHSL( float4 inColor ) +{ + float h, s; + float flMax = max( inColor.r, max( inColor.g, inColor.b ) ); + float flMin = min( inColor.r, min( inColor.g, inColor.b ) ); + + float l = (flMax + flMin) / 2.0f; + + if (flMax == flMin) // achromatic case + { + s = h = 0; + } + else // chromatic case + { + // Next, calculate the hue + float delta = flMax - flMin; + + // First, calculate the saturation + if (l < 0.5f) // If we're in the lower hexcone + { + s = delta/(flMax + flMin); + } + else + { + s = delta/(2 - flMax - flMin); + } + + if ( inColor.r == flMax ) + { + h = (inColor.g - inColor.b)/delta; // color between yellow and magenta + } + else if ( inColor.g == flMax ) + { + h = 2 + (inColor.b - inColor.r)/delta; // color between cyan and yellow + } + else // blue must be max + { + h = 4 + (inColor.r - inColor.g)/delta; // color between magenta and cyan + } + + h *= 60.0f; + + if (h < 0.0f) + { + h += 360.0f; + } + + h /= 360.0f; + } + + return float4 (h, s, l, 1.0f); +} + +float HueToRGB( float v1, float v2, float vH ) +{ + float fResult = v1; + + vH = fmod (vH + 1.0f, 1.0f); + + if ( ( 6.0f * vH ) < 1.0f ) + { + fResult = ( v1 + ( v2 - v1 ) * 6.0f * vH ); + } + else if ( ( 2.0f * vH ) < 1.0f ) + { + fResult = ( v2 ); + } + else if ( ( 3.0f * vH ) < 2.0f ) + { + fResult = ( v1 + ( v2 - v1 ) * ( ( 2.0f / 3.0f ) - vH ) * 6.0f ); + } + + return fResult; +} + +// Convert from HSL to RGB color space +float4 HSLtoRGB( float4 hsl ) +{ + float r, g, b; + float h = hsl[HUE]; + float s = hsl[SATURATION]; + float l = hsl[LIGHTNESS]; + + if ( s == 0 ) + { + r = g = b = l; + } + else + { + float v1, v2; + + if ( l < 0.5f ) + v2 = l * ( 1.0f + s ); + else + v2 = ( l + s ) - ( s * l ); + + v1 = 2 * l - v2; + + r = HueToRGB( v1, v2, h + ( 1.0f / 3.0f ) ); + g = HueToRGB( v1, v2, h ); + b = HueToRGB( v1, v2, h - ( 1.0f / 3.0f ) ); + } + + return float4( r, g, b, 1.0f ); +} + + +// texture combining modes for combining base and detail/basetexture2 +#define TCOMBINE_RGB_EQUALS_BASE_x_DETAILx2 0 // original mode +#define TCOMBINE_RGB_ADDITIVE 1 // base.rgb+detail.rgb*fblend +#define TCOMBINE_DETAIL_OVER_BASE 2 +#define TCOMBINE_FADE 3 // straight fade between base and detail. +#define TCOMBINE_BASE_OVER_DETAIL 4 // use base alpha for blend over detail +#define TCOMBINE_RGB_ADDITIVE_SELFILLUM 5 // add detail color post lighting +#define TCOMBINE_RGB_ADDITIVE_SELFILLUM_THRESHOLD_FADE 6 +#define TCOMBINE_MOD2X_SELECT_TWO_PATTERNS 7 // use alpha channel of base to select between mod2x channels in r+a of detail +#define TCOMBINE_MULTIPLY 8 +#define TCOMBINE_MASK_BASE_BY_DETAIL_ALPHA 9 // use alpha channel of detail to mask base +#define TCOMBINE_SSBUMP_BUMP 10 // use detail to modulate lighting as an ssbump +#define TCOMBINE_SSBUMP_NOBUMP 11 // detail is an ssbump but use it as an albedo. shader does the magic here - no user needs to specify mode 11 + +float4 TextureCombine( float4 baseColor, float4 detailColor, int combine_mode, + float fBlendFactor ) +{ + if ( combine_mode == TCOMBINE_MOD2X_SELECT_TWO_PATTERNS) + { + float3 dc=lerp(detailColor.r,detailColor.a, baseColor.a); + baseColor.rgb*=lerp(float3(1,1,1),2.0*dc,fBlendFactor); + } + if ( combine_mode == TCOMBINE_RGB_EQUALS_BASE_x_DETAILx2) + baseColor.rgb*=lerp(float3(1,1,1),2.0*detailColor.rgb,fBlendFactor); + if ( combine_mode == TCOMBINE_RGB_ADDITIVE ) + baseColor.rgb += fBlendFactor * detailColor.rgb; + if ( combine_mode == TCOMBINE_DETAIL_OVER_BASE ) + { + float fblend=fBlendFactor * detailColor.a; + baseColor.rgb = lerp( baseColor.rgb, detailColor.rgb, fblend); + } + if ( combine_mode == TCOMBINE_FADE ) + { + baseColor = lerp( baseColor, detailColor, fBlendFactor); + } + if ( combine_mode == TCOMBINE_BASE_OVER_DETAIL ) + { + float fblend=fBlendFactor * (1-baseColor.a); + baseColor.rgb = lerp( baseColor.rgb, detailColor.rgb, fblend ); + baseColor.a = detailColor.a; + } + if ( combine_mode == TCOMBINE_MULTIPLY ) + { + baseColor = lerp( baseColor, baseColor*detailColor, fBlendFactor); + } + + if (combine_mode == TCOMBINE_MASK_BASE_BY_DETAIL_ALPHA ) + { + baseColor.a = lerp( baseColor.a, baseColor.a*detailColor.a, fBlendFactor ); + } + if ( combine_mode == TCOMBINE_SSBUMP_NOBUMP ) + { + baseColor.rgb = baseColor.rgb * dot( detailColor.rgb, 2.0/3.0 ); + } + return baseColor; +} + +float3 lerp5(float3 f1, float3 f2, float i1, float i2, float x) +{ + return f1+(f2-f1)*(x-i1)/(i2-i1); +} + +float3 TextureCombinePostLighting( float3 lit_baseColor, float4 detailColor, int combine_mode, + float fBlendFactor ) +{ + if ( combine_mode == TCOMBINE_RGB_ADDITIVE_SELFILLUM ) + lit_baseColor += fBlendFactor * detailColor.rgb; + if ( combine_mode == TCOMBINE_RGB_ADDITIVE_SELFILLUM_THRESHOLD_FADE ) + { + // fade in an unusual way - instead of fading out color, remap an increasing band of it from + // 0..1 + if ( fBlendFactor > 0.5) + lit_baseColor += min(1, (1.0/fBlendFactor)*max(0, detailColor.rgb-(1-fBlendFactor) ) ); + else + lit_baseColor += 2*fBlendFactor*2*max(0, detailColor.rgb-.5); + } + return lit_baseColor; +} + +//NOTE: On X360. fProjZ is expected to be pre-reversed for cheaper math here in the pixel shader +float DepthFeathering( sampler DepthSampler, const float2 vScreenPos, float fProjZ, float fProjW, float4 vDepthBlendConstants ) +{ +# if ( !(defined(SHADER_MODEL_PS_1_1) || defined(SHADER_MODEL_PS_1_4) || defined(SHADER_MODEL_PS_2_0)) ) //minimum requirement of ps2b + { + float flFeatheredAlpha; + float2 flDepths; +#define flSceneDepth flDepths.x +#define flSpriteDepth flDepths.y + +# if ( defined( _X360 ) ) + { + //Get depth from the depth texture. Need to sample with the offset of (0.5, 0.5) to fix rounding errors + asm { + tfetch2D flDepths.x___, vScreenPos, DepthSampler, OffsetX=0.5, OffsetY=0.5, MinFilter=point, MagFilter=point, MipFilter=point + }; + +# if( !defined( REVERSE_DEPTH_ON_X360 ) ) + flSceneDepth = 1.0f - flSceneDepth; +# endif + + //get the sprite depth into the same range as the texture depth + flSpriteDepth = fProjZ / fProjW; + + //unproject to get at the pre-projection z. This value is much more linear than depth + flDepths = vDepthBlendConstants.z / flDepths; + flDepths = vDepthBlendConstants.y - flDepths; + + flFeatheredAlpha = flSceneDepth - flSpriteDepth; + flFeatheredAlpha *= vDepthBlendConstants.x; + flFeatheredAlpha = saturate( flFeatheredAlpha ); + } +# else + { + flSceneDepth = tex2D( DepthSampler, vScreenPos ).a; // PC uses dest alpha of the frame buffer + flSpriteDepth = SoftParticleDepth( fProjZ ); + + flFeatheredAlpha = abs(flSceneDepth - flSpriteDepth) * vDepthBlendConstants.x; + flFeatheredAlpha = max( smoothstep( 0.75f, 1.0f, flSceneDepth ), flFeatheredAlpha ); //as the sprite approaches the edge of our compressed depth space, the math stops working. So as the sprite approaches the far depth, smoothly remove feathering. + flFeatheredAlpha = saturate( flFeatheredAlpha ); + } +# endif + +#undef flSceneDepth +#undef flSpriteDepth + + return flFeatheredAlpha; + } +# else + { + return 1.0f; + } +# endif +} + +#endif //#ifndef COMMON_PS_FXC_H_ \ No newline at end of file diff --git a/mp/game/momentum/shadereditorui/shader_src/common_vertexlitgeneric_dx9.h b/mp/game/momentum/shadereditorui/shader_src/common_vertexlitgeneric_dx9.h new file mode 100644 index 0000000000..9c2ebfc2b2 --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/common_vertexlitgeneric_dx9.h @@ -0,0 +1,449 @@ +#ifndef COMMON_VERTEXLITGENERIC_DX9_H_ +#define COMMON_VERTEXLITGENERIC_DX9_H_ + +#include "common_ps_fxc.h" + +// We store four light colors and positions in an +// array of three of these structures like so: +// +// x y z w +// +------+------+------+------+ +// | L0.rgb | | +// +------+------+------+ | +// | L0.pos | L3 | +// +------+------+------+ rgb | +// | L1.rgb | | +// +------+------+------+------+ +// | L1.pos | | +// +------+------+------+ | +// | L2.rgb | L3 | +// +------+------+------+ pos | +// | L2.pos | | +// +------+------+------+------+ +// +struct PixelShaderLightInfo +{ + float4 color; + float4 pos; +}; + +#define cOverbright 2.0f +#define cOOOverbright 0.5f + +#define LIGHTTYPE_NONE 0 +#define LIGHTTYPE_SPOT 1 +#define LIGHTTYPE_POINT 2 +#define LIGHTTYPE_DIRECTIONAL 3 + +// Better suited to Pixel shader models, 11 instructions in pixel shader +float3 PixelShaderAmbientLight( const float3 worldNormal, const float3 cAmbientCube[6] ) +{ + float3 linearColor, nSquared = worldNormal * worldNormal; + float3 isNegative = ( worldNormal < 0.0 ); + float3 isPositive = 1-isNegative; + + isNegative *= nSquared; + isPositive *= nSquared; + + linearColor = isPositive.x * cAmbientCube[0] + isNegative.x * cAmbientCube[1] + + isPositive.y * cAmbientCube[2] + isNegative.y * cAmbientCube[3] + + isPositive.z * cAmbientCube[4] + isNegative.z * cAmbientCube[5]; + + return linearColor; +} + +// Better suited to Vertex shader models +// Six VS instructions due to use of constant indexing (slt, mova, mul, mul, mad, mad) +float3 VertexShaderAmbientLight( const float3 worldNormal, const float3 cAmbientCube[6] ) +{ + float3 nSquared = worldNormal * worldNormal; + int3 isNegative = ( worldNormal < 0.0 ); + float3 linearColor; + linearColor = nSquared.x * cAmbientCube[isNegative.x] + + nSquared.y * cAmbientCube[isNegative.y+2] + + nSquared.z * cAmbientCube[isNegative.z+4]; + return linearColor; +} + +float3 AmbientLight( const float3 worldNormal, const float3 cAmbientCube[6] ) +{ + // Vertex shader cases +#ifdef SHADER_MODEL_VS_1_0 + return VertexShaderAmbientLight( worldNormal, cAmbientCube ); +#elif SHADER_MODEL_VS_1_1 + return VertexShaderAmbientLight( worldNormal, cAmbientCube ); +#elif SHADER_MODEL_VS_2_0 + return VertexShaderAmbientLight( worldNormal, cAmbientCube ); +#elif SHADER_MODEL_VS_3_0 + return VertexShaderAmbientLight( worldNormal, cAmbientCube ); +#else + // Pixel shader case + return PixelShaderAmbientLight( worldNormal, cAmbientCube ); +#endif +} + +//----------------------------------------------------------------------------- +// Purpose: Compute scalar diffuse term with various optional tweaks such as +// Half Lambert and ambient occlusion +//----------------------------------------------------------------------------- +float3 DiffuseTerm(const bool bHalfLambert, const float3 worldNormal, const float3 lightDir, + const bool bDoAmbientOcclusion, const float fAmbientOcclusion/*, + const bool bDoLightingWarp, in sampler lightWarpSampler*/ ) +{ + float fResult; + + float NDotL = dot( worldNormal, lightDir ); // Unsaturated dot (-1 to 1 range) + + if ( bHalfLambert ) + { + fResult = saturate(NDotL * 0.5 + 0.5); // Scale and bias to 0 to 1 range + + //if ( !bDoLightingWarp ) + { + fResult *= fResult; // Square + } + } + else + { + fResult = saturate( NDotL ); // Saturate pure Lambertian term + } + + if ( bDoAmbientOcclusion ) + { + // Raise to higher powers for darker AO values +// float fAOPower = lerp( 4.0f, 1.0f, fAmbientOcclusion ); +// result *= pow( NDotL * 0.5 + 0.5, fAOPower ); + fResult *= fAmbientOcclusion; + } + + float3 fOut = float3( fResult, fResult, fResult ); + //if ( bDoLightingWarp ) + //{ + // fOut = 2.0f * tex1D( lightWarpSampler, fResult ); + //} + + return fOut; +} + +float3 PixelShaderDoGeneralDiffuseLight( const float fAtten, const float3 worldPos, const float3 worldNormal, + /* in sampler NormalizeSampler,*/ + const float3 vPosition, const float3 vColor, const bool bHalfLambert, + const bool bDoAmbientOcclusion, const float fAmbientOcclusion/*, + const bool bDoLightingWarp, in sampler lightWarpSampler*/ ) +{ +//#if (defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0)) + float3 lightDir = normalize( vPosition - worldPos ); +//#else +// float3 lightDir = NormalizeWithCubemap( NormalizeSampler, vPosition - worldPos ); +//#endif + return vColor * fAtten * DiffuseTerm( bHalfLambert, worldNormal, lightDir, bDoAmbientOcclusion, fAmbientOcclusion/*, bDoLightingWarp, lightWarpSampler*/ ); +} + +float3 PixelShaderGetLightVector( const float3 worldPos, PixelShaderLightInfo cLightInfo[3], int nLightIndex ) +{ + if ( nLightIndex == 3 ) + { + // Unpack light 3 from w components... + float3 vLight3Pos = float3( cLightInfo[1].pos.w, cLightInfo[2].color.w, cLightInfo[2].pos.w ); + return normalize( vLight3Pos - worldPos ); + } + else + { + return normalize( cLightInfo[nLightIndex].pos - worldPos ); + } +} + +float3 PixelShaderGetLightColor( PixelShaderLightInfo cLightInfo[3], int nLightIndex ) +{ + if ( nLightIndex == 3 ) + { + // Unpack light 3 from w components... + return float3( cLightInfo[0].color.w, cLightInfo[0].pos.w, cLightInfo[1].color.w ); + } + else + { + return cLightInfo[nLightIndex].color.rgb; + } +} + +void GetLightData( PixelShaderLightInfo cLightInfo[3], int index, float3 worldpos, + out float3 color, out float3 dir ) +{ + color = PixelShaderGetLightColor( cLightInfo, index ); + dir = PixelShaderGetLightVector( worldpos, cLightInfo, index ); +} + + +void SpecularAndRimTerms( const float3 vWorldNormal, const float3 vLightDir, const float fSpecularExponent, + const float3 vEyeDir, const bool bDoAmbientOcclusion, const float fAmbientOcclusion, + /*const bool bDoSpecularWarp, in sampler specularWarpSampler,*/ const float fFresnel, + const float3 color, /*const bool bDoRimLighting, const float fRimExponent,*/ + + // Outputs + out float3 specularLighting/*, out float3 rimLighting*/ ) +{ + //rimLighting = float3(0.0f, 0.0f, 0.0f); + + float3 vReflect = reflect( -vEyeDir, vWorldNormal ); // Reflect view through normal + float LdotR = saturate(dot( vReflect, vLightDir )); // L.R (use half-angle instead?) + specularLighting = pow( LdotR, fSpecularExponent ); // Raise to specular exponent + + // Optionally warp as function of scalar specular and fresnel + //if ( bDoSpecularWarp ) + // specularLighting *= tex2D( specularWarpSampler, float2(specularLighting.x, fFresnel) ); // Sample at { (L.R)^k, fresnel } + specularLighting *= fFresnel; // Sample at { (L.R)^k, fresnel } + + specularLighting *= saturate(dot( vWorldNormal, vLightDir )); // Mask with N.L + specularLighting *= color; // Modulate with light color + + if ( bDoAmbientOcclusion ) // Optionally modulate with ambient occlusion + specularLighting *= fAmbientOcclusion; + + //if ( bDoRimLighting ) // Optionally do rim lighting + //{ + // rimLighting = pow( LdotR, fRimExponent ); // Raise to rim exponent + // rimLighting *= saturate(dot( vWorldNormal, vLightDir )); // Mask with N.L + // rimLighting *= color; // Modulate with light color + //} +} + +// Traditional fresnel term approximation +float Fresnel( const float3 vNormal, const float3 vEyeDir ) +{ + float fresnel = 1-saturate( dot( vNormal, vEyeDir ) ); // 1-(N.V) for Fresnel term + return fresnel * fresnel; // Square for a more subtle look +} + +// Traditional fresnel term approximation which uses 4th power (square twice) +float Fresnel4( const float3 vNormal, const float3 vEyeDir ) +{ + float fresnel = 1-saturate( dot( vNormal, vEyeDir ) ); // 1-(N.V) for Fresnel term + fresnel = fresnel * fresnel; // Square + return fresnel * fresnel; // Square again for a more subtle look +} + + +// +// Custom Fresnel with low, mid and high parameters defining a piecewise continuous function +// with traditional fresnel (0 to 1 range) as input. The 0 to 0.5 range blends between +// low and mid while the 0.5 to 1 range blends between mid and high +// +// | +// | . M . . . H +// | . +// L +// | +// +---------------- +// 0 1 +// +float Fresnel( const float3 vNormal, const float3 vEyeDir, float3 vRanges ) +{ + float result, f = Fresnel( vNormal, vEyeDir ); // Traditional Fresnel + + if ( f > 0.5f ) + result = lerp( vRanges.y, vRanges.z, (2*f)-1 ); // Blend between mid and high values + else + result = lerp( vRanges.x, vRanges.y, 2*f ); // Blend between low and mid values + + return result; +} + +void PixelShaderDoSpecularLight( const float3 vWorldPos, const float3 vWorldNormal, const float fSpecularExponent, const float3 vEyeDir, + const float fAtten, const float3 vLightColor, const float3 vLightDir, + const bool bDoAmbientOcclusion, const float fAmbientOcclusion, + /*const bool bDoSpecularWarp, in sampler specularWarpSampler,*/ float fFresnel, + /*const bool bDoRimLighting, const float fRimExponent,*/ + + // Outputs + out float3 specularLighting/*, out float3 rimLighting*/ ) +{ + // Compute Specular and rim terms + SpecularAndRimTerms( vWorldNormal, vLightDir, fSpecularExponent, + vEyeDir, bDoAmbientOcclusion, fAmbientOcclusion, + /*bDoSpecularWarp, specularWarpSampler,*/ fFresnel, vLightColor * fAtten, + /*bDoRimLighting, fRimExponent,*/ specularLighting/*, rimLighting*/ ); +} + +float3 PixelShaderDoLightingLinear( const float3 worldPos, const float3 worldNormal, + const float3 staticLightingColor, const bool bStaticLight, + const bool bAmbientLight, const float4 lightAtten, const float3 cAmbientCube[6], + /*in sampler NormalizeSampler,*/ const int nNumLights, PixelShaderLightInfo cLightInfo[3], + const bool bHalfLambert, const bool bDoAmbientOcclusion, const float fAmbientOcclusion/*, + const bool bDoLightingWarp, in sampler lightWarpSampler*/ ) +{ + float3 linearColor = 0.0f; + + if ( bStaticLight ) + { + // The static lighting comes in in gamma space and has also been premultiplied by $cOOOverbright + // need to get it into + // linear space so that we can do adds. + linearColor += GammaToLinear( staticLightingColor * cOverbright ); + } + + if ( bAmbientLight ) + { + float3 ambient = AmbientLight( worldNormal, cAmbientCube ); + + if ( bDoAmbientOcclusion ) + ambient *= fAmbientOcclusion * fAmbientOcclusion; // Note squaring... + + linearColor += ambient; + } + + if ( nNumLights > 0 ) + { + linearColor += PixelShaderDoGeneralDiffuseLight( lightAtten.x, worldPos, worldNormal, /*NormalizeSampler,*/ + cLightInfo[0].pos, cLightInfo[0].color, bHalfLambert, + bDoAmbientOcclusion, fAmbientOcclusion/*, + bDoLightingWarp, lightWarpSampler*/ ); + if ( nNumLights > 1 ) + { + linearColor += PixelShaderDoGeneralDiffuseLight( lightAtten.y, worldPos, worldNormal, /*NormalizeSampler,*/ + cLightInfo[1].pos, cLightInfo[1].color, bHalfLambert, + bDoAmbientOcclusion, fAmbientOcclusion/*, + bDoLightingWarp, lightWarpSampler*/ ); + if ( nNumLights > 2 ) + { + linearColor += PixelShaderDoGeneralDiffuseLight( lightAtten.z, worldPos, worldNormal, /*NormalizeSampler,*/ + cLightInfo[2].pos, cLightInfo[2].color, bHalfLambert, + bDoAmbientOcclusion, fAmbientOcclusion/*, + bDoLightingWarp, lightWarpSampler*/ ); + if ( nNumLights > 3 ) + { + // Unpack the 4th light's data from tight constant packing + float3 vLight3Color = float3( cLightInfo[0].color.w, cLightInfo[0].pos.w, cLightInfo[1].color.w ); + float3 vLight3Pos = float3( cLightInfo[1].pos.w, cLightInfo[2].color.w, cLightInfo[2].pos.w ); + linearColor += PixelShaderDoGeneralDiffuseLight( lightAtten.w, worldPos, worldNormal, /*NormalizeSampler,*/ + vLight3Pos, vLight3Color, bHalfLambert, + bDoAmbientOcclusion, fAmbientOcclusion/*, + bDoLightingWarp, lightWarpSampler*/ ); + } + } + } + } + + return linearColor; +} + +void PixelShaderDoSpecularLighting( const float3 worldPos, const float3 worldNormal, const float fSpecularExponent, const float3 vEyeDir, + const float4 lightAtten, const int nNumLights, PixelShaderLightInfo cLightInfo[3], + const bool bDoAmbientOcclusion, const float fAmbientOcclusion, + /*const bool bDoSpecularWarp, in sampler specularWarpSampler,*/ float fFresnel, + /*const bool bDoRimLighting, const float fRimExponent,*/ + + // Outputs + out float3 specularLighting/*, out float3 rimLighting*/ ) +{ + specularLighting /*= rimLighting*/ = float3( 0.0f, 0.0f, 0.0f ); + float3 localSpecularTerm/*, localRimTerm*/; + + if( nNumLights > 0 ) + { + PixelShaderDoSpecularLight( worldPos, worldNormal, fSpecularExponent, vEyeDir, + lightAtten.x, PixelShaderGetLightColor( cLightInfo, 0 ), + PixelShaderGetLightVector( worldPos, cLightInfo, 0 ), + bDoAmbientOcclusion, fAmbientOcclusion, + /*bDoSpecularWarp, specularWarpSampler,*/ fFresnel, + /*bDoRimLighting, fRimExponent,*/ + localSpecularTerm/*, localRimTerm*/ ); + + specularLighting += localSpecularTerm; // Accumulate specular and rim terms + /*rimLighting += localRimTerm;*/ + } + + if( nNumLights > 1 ) + { + PixelShaderDoSpecularLight( worldPos, worldNormal, fSpecularExponent, vEyeDir, + lightAtten.y, PixelShaderGetLightColor( cLightInfo, 1 ), + PixelShaderGetLightVector( worldPos, cLightInfo, 1 ), + bDoAmbientOcclusion, fAmbientOcclusion, + /*bDoSpecularWarp, specularWarpSampler,*/ fFresnel, + /*bDoRimLighting, fRimExponent,*/ + localSpecularTerm/*, localRimTerm*/ ); + + specularLighting += localSpecularTerm; // Accumulate specular and rim terms + /*rimLighting += localRimTerm;*/ + } + + + if( nNumLights > 2 ) + { + PixelShaderDoSpecularLight( worldPos, worldNormal, fSpecularExponent, vEyeDir, + lightAtten.z, PixelShaderGetLightColor( cLightInfo, 2 ), + PixelShaderGetLightVector( worldPos, cLightInfo, 2 ), + bDoAmbientOcclusion, fAmbientOcclusion, + /*bDoSpecularWarp, specularWarpSampler,*/ fFresnel, + /*bDoRimLighting, fRimExponent,*/ + localSpecularTerm/*, localRimTerm*/ ); + + specularLighting += localSpecularTerm; // Accumulate specular and rim terms + /*rimLighting += localRimTerm;*/ + } + + if( nNumLights > 3 ) + { + PixelShaderDoSpecularLight( worldPos, worldNormal, fSpecularExponent, vEyeDir, + lightAtten.w, PixelShaderGetLightColor( cLightInfo, 3 ), + PixelShaderGetLightVector( worldPos, cLightInfo, 3 ), + bDoAmbientOcclusion, fAmbientOcclusion, + /*bDoSpecularWarp, specularWarpSampler,*/ fFresnel, + /*bDoRimLighting, fRimExponent,*/ + localSpecularTerm/*, localRimTerm*/ ); + + specularLighting += localSpecularTerm; // Accumulate specular and rim terms + /*rimLighting += localRimTerm;*/ + } + +} + +float3 PixelShaderDoRimLighting( const float3 worldNormal, const float3 vEyeDir, const float3 cAmbientCube[6], float fFresnel ) +{ + float3 vReflect = reflect( -vEyeDir, worldNormal ); // Reflect view through normal + + return fFresnel * PixelShaderAmbientLight( vEyeDir, cAmbientCube ); +} + +// Called directly by newer shaders or through the following wrapper for older shaders +float3 PixelShaderDoLighting( const float3 worldPos, const float3 worldNormal, + const float3 staticLightingColor, const bool bStaticLight, + const bool bAmbientLight, const float4 lightAtten, const float3 cAmbientCube[6], + /*in sampler NormalizeSampler,*/ const int nNumLights, PixelShaderLightInfo cLightInfo[3], + const bool bHalfLambert, + + // New optional/experimental parameters + const bool bDoAmbientOcclusion, const float fAmbientOcclusion/*, + const bool bDoLightingWarp, in sampler lightWarpSampler*/ ) +{ + float3 returnColor; + + // special case for no lighting + if( !bStaticLight && !bAmbientLight ) + { + returnColor = float3( 0.0f, 0.0f, 0.0f ); + } + else if( bStaticLight && !bAmbientLight ) + { + // special case for static lighting only + returnColor = GammaToLinear( staticLightingColor ); + } + else + { + float3 linearColor; + + linearColor = PixelShaderDoLightingLinear( worldPos, worldNormal, staticLightingColor, + bStaticLight, bAmbientLight, lightAtten, + cAmbientCube, /*NormalizeSampler,*/ nNumLights, cLightInfo, bHalfLambert, + bDoAmbientOcclusion, fAmbientOcclusion/*, + bDoLightingWarp, lightWarpSampler*/ ); + + // go ahead and clamp to the linear space equivalent of overbright 2 so that we match + // everything else. +// returnColor = HuePreservingColorClamp( linearColor, pow( 2.0f, 2.2 ) ); + returnColor = linearColor; + } + + return returnColor; +} + +#endif //#ifndef COMMON_VERTEXLITGENERIC_DX9_H_ diff --git a/mp/game/momentum/shadereditorui/shader_src/common_vs_fxc.h b/mp/game/momentum/shadereditorui/shader_src/common_vs_fxc.h new file mode 100644 index 0000000000..2378abc178 --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/common_vs_fxc.h @@ -0,0 +1,959 @@ +//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======// +// +// Purpose: This is where all common code for vertex shaders go. +// +// $NoKeywords: $ +// +//===========================================================================// + + + +#ifndef COMMON_VS_FXC_H_ +#define COMMON_VS_FXC_H_ + +#include "common_fxc.h" + +// Put global skip commands here. . make sure and check that the appropriate vars are defined +// so these aren't used on the wrong shaders! +// -------------------------------------------------------------------------------- +// Ditch all fastpath attemps if we are doing LIGHTING_PREVIEW. +// SKIP: defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH +// -------------------------------------------------------------------------------- + + +#ifndef COMPRESSED_VERTS +// Default to no vertex compression +#define COMPRESSED_VERTS 0 +#endif + +#if ( !defined( SHADER_MODEL_VS_2_0 ) && !defined( SHADER_MODEL_VS_3_0 ) ) +#if COMPRESSED_VERTS == 1 +#error "Vertex compression is only for DX9 and up!" +#endif +#endif + +// We're testing 2 normal compression methods +// One compressed normals+tangents into a SHORT2 each (8 bytes total) +// The other compresses them together, into a single UBYTE4 (4 bytes total) +// FIXME: pick one or the other, compare lighting quality in important cases +#define COMPRESSED_NORMALS_SEPARATETANGENTS_SHORT2 0 +#define COMPRESSED_NORMALS_COMBINEDTANGENTS_UBYTE4 1 +//#define COMPRESSED_NORMALS_TYPE COMPRESSED_NORMALS_SEPARATETANGENTS_SHORT2 +#define COMPRESSED_NORMALS_TYPE COMPRESSED_NORMALS_COMBINEDTANGENTS_UBYTE4 + + +#define FOGTYPE_RANGE 0 +#define FOGTYPE_HEIGHT 1 + +#define COMPILE_ERROR ( 1/0; ) + +// ------------------------- +// CONSTANTS +// ------------------------- + +#pragma def ( vs, c0, 0.0f, 1.0f, 2.0f, 0.5f ) + +const float4 cConstants1 : register(c1); +#define cOOGamma cConstants1.x +#define cOverbright 2.0f +#define cOneThird cConstants1.z +#define cOOOverbright ( 1.0f / 2.0f ) + + +// The g_bLightEnabled registers and g_nLightCountRegister hold the same information regarding +// enabling lights, but callers internal to this file tend to use the loops, while external +// callers will end up using the booleans +const bool g_bLightEnabled[4] : register(b0); + // through b3 + +const int g_nLightCountRegister : register(i0); + + +#define g_nLightCount g_nLightCountRegister.x + +const float4 cEyePosWaterZ : register(c2); +#define cEyePos cEyePosWaterZ.xyz + +// This is still used by asm stuff. +const float4 cObsoleteLightIndex : register(c3); + +const float4x4 cModelViewProj : register(c4); +const float4x4 cViewProj : register(c8); + +// Only cFlexScale.x is used +// It is a binary value used to switch on/off the addition of the flex delta stream +const float4 cFlexScale : register(c13); + +const float4 cFogParams : register(c16); +#define cFogEndOverFogRange cFogParams.x +#define cFogOne cFogParams.y +#define cFogMaxDensity cFogParams.z +#define cOOFogRange cFogParams.w + +const float4x4 cViewModel : register(c17); + +const float3 cAmbientCubeX [ 2 ] : register ( c21 ) ; +const float3 cAmbientCubeY [ 2 ] : register ( c23 ) ; +const float3 cAmbientCubeZ [ 2 ] : register ( c25 ) ; + +#ifdef SHADER_MODEL_VS_3_0 +const float4 cFlexWeights [ 512 ] : register ( c1024 ) ; +#endif + +struct LightInfo +{ + float4 color; // {xyz} is color w is light type code (see comment below) + float4 dir; // {xyz} is dir w is light type code + float4 pos; + float4 spotParams; + float4 atten; +}; + +// w components of color and dir indicate light type: +// 1x - directional +// 01 - spot +// 00 - point + +// Four lights x 5 constants each = 20 constants +LightInfo cLightInfo[4] : register(c27); +#define LIGHT_0_POSITION_REG c29 + +#ifdef SHADER_MODEL_VS_1_1 + +const float4 cModulationColor : register(c37); + +#define SHADER_SPECIFIC_CONST_0 c38 +#define SHADER_SPECIFIC_CONST_1 c39 +#define SHADER_SPECIFIC_CONST_2 c40 +#define SHADER_SPECIFIC_CONST_3 c41 +#define SHADER_SPECIFIC_CONST_4 c42 +#define SHADER_SPECIFIC_CONST_5 c43 +#define SHADER_SPECIFIC_CONST_6 c44 +#define SHADER_SPECIFIC_CONST_7 c45 +#define SHADER_SPECIFIC_CONST_8 c46 +#define SHADER_SPECIFIC_CONST_9 c47 +#define SHADER_SPECIFIC_CONST_10 c14 +#define SHADER_SPECIFIC_CONST_11 c15 + +static const int cModel0Index = 48; +const float4x3 cModel[16] : register(c48); +// last cmodel is c105 for dx80, c214 for dx90 + +#else // DX9 shaders (vs20 and beyond) + +const float4 cModulationColor : register( c47 ); + +#define SHADER_SPECIFIC_CONST_0 c48 +#define SHADER_SPECIFIC_CONST_1 c49 +#define SHADER_SPECIFIC_CONST_2 c50 +#define SHADER_SPECIFIC_CONST_3 c51 +#define SHADER_SPECIFIC_CONST_4 c52 +#define SHADER_SPECIFIC_CONST_5 c53 +#define SHADER_SPECIFIC_CONST_6 c54 +#define SHADER_SPECIFIC_CONST_7 c55 +#define SHADER_SPECIFIC_CONST_8 c56 +#define SHADER_SPECIFIC_CONST_9 c57 +#define SHADER_SPECIFIC_CONST_10 c14 +#define SHADER_SPECIFIC_CONST_11 c15 + +static const int cModel0Index = 58; +const float4x3 cModel[53] : register( c58 ); +// last cmodel is c105 for dx80, c214 for dx90 + +#define SHADER_SPECIFIC_BOOL_CONST_0 b4 +#define SHADER_SPECIFIC_BOOL_CONST_1 b5 +#define SHADER_SPECIFIC_BOOL_CONST_2 b6 +#define SHADER_SPECIFIC_BOOL_CONST_3 b7 +#define SHADER_SPECIFIC_BOOL_CONST_4 b8 +#define SHADER_SPECIFIC_BOOL_CONST_5 b9 +#define SHADER_SPECIFIC_BOOL_CONST_6 b10 +#define SHADER_SPECIFIC_BOOL_CONST_7 b11 +#endif // vertex shader model constant packing changes + + +//======================================================================================= +// Methods to decompress vertex normals +//======================================================================================= + +//----------------------------------------------------------------------------------- +// Decompress a normal from two-component compressed format +// We expect this data to come from a signed SHORT2 stream in the range of -32768..32767 +// +// -32678 and 0 are invalid encodings +// w contains the sign to use in the cross product when generating a binormal +void _DecompressShort2Tangent( float2 inputTangent, out float4 outputTangent ) +{ + float2 ztSigns = sign( inputTangent ); // sign bits for z and tangent (+1 or -1) + float2 xyAbs = abs( inputTangent ); // 1..32767 + outputTangent.xy = (xyAbs - 16384.0f) / 16384.0f; // x and y + outputTangent.z = ztSigns.x * sqrt( saturate( 1.0f - dot( outputTangent.xy, outputTangent.xy ) ) ); + outputTangent.w = ztSigns.y; +} + +//----------------------------------------------------------------------------------- +// Same code as _DecompressShort2Tangent, just one returns a float4, one a float3 +void _DecompressShort2Normal( float2 inputNormal, out float3 outputNormal ) +{ + float4 result; + _DecompressShort2Tangent( inputNormal, result ); + outputNormal = result.xyz; +} + +//----------------------------------------------------------------------------------- +// Decompress normal+tangent together +void _DecompressShort2NormalTangent( float2 inputNormal, float2 inputTangent, out float3 outputNormal, out float4 outputTangent ) +{ + // FIXME: if we end up sticking with the SHORT2 format, pack the normal and tangent into a single SHORT4 element + // (that would make unpacking normal+tangent here together much cheaper than the sum of their parts) + _DecompressShort2Normal( inputNormal, outputNormal ); + _DecompressShort2Tangent( inputTangent, outputTangent ); +} + +//======================================================================================= +// Decompress a normal and tangent from four-component compressed format +// We expect this data to come from an unsigned UBYTE4 stream in the range of 0..255 +// The final vTangent.w contains the sign to use in the cross product when generating a binormal +void _DecompressUByte4NormalTangent( float4 inputNormal, + out float3 outputNormal, // {nX, nY, nZ} + out float4 outputTangent ) // {tX, tY, tZ, sign of binormal} +{ + float fOne = 1.0f; + + float4 ztztSignBits = ( inputNormal - 128.0f ) < 0; // sign bits for zs and binormal (1 or 0) set-less-than (slt) asm instruction + float4 xyxyAbs = abs( inputNormal - 128.0f ) - ztztSignBits; // 0..127 + float4 xyxySignBits = ( xyxyAbs - 64.0f ) < 0; // sign bits for xs and ys (1 or 0) + float4 normTan = (abs( xyxyAbs - 64.0f ) - xyxySignBits) / 63.0f; // abs({nX, nY, tX, tY}) + outputNormal.xy = normTan.xy; // abs({nX, nY, __, __}) + outputTangent.xy = normTan.zw; // abs({tX, tY, __, __}) + + float4 xyxySigns = 1 - 2*xyxySignBits; // Convert sign bits to signs + float4 ztztSigns = 1 - 2*ztztSignBits; // ( [1,0] -> [-1,+1] ) + + outputNormal.z = 1.0f - outputNormal.x - outputNormal.y; // Project onto x+y+z=1 + outputNormal.xyz = normalize( outputNormal.xyz ); // Normalize onto unit sphere + outputNormal.xy *= xyxySigns.xy; // Restore x and y signs + outputNormal.z *= ztztSigns.x; // Restore z sign + + outputTangent.z = 1.0f - outputTangent.x - outputTangent.y; // Project onto x+y+z=1 + outputTangent.xyz = normalize( outputTangent.xyz ); // Normalize onto unit sphere + outputTangent.xy *= xyxySigns.zw; // Restore x and y signs + outputTangent.z *= ztztSigns.z; // Restore z sign + outputTangent.w = ztztSigns.w; // Binormal sign +} + + +//----------------------------------------------------------------------------------- +// Decompress just a normal from four-component compressed format (same as above) +// We expect this data to come from an unsigned UBYTE4 stream in the range of 0..255 +// [ When compiled, this works out to approximately 17 asm instructions ] +void _DecompressUByte4Normal( float4 inputNormal, + out float3 outputNormal) // {nX, nY, nZ} +{ + float fOne = 1.0f; + + float2 ztSigns = ( inputNormal.xy - 128.0f ) < 0; // sign bits for zs and binormal (1 or 0) set-less-than (slt) asm instruction + float2 xyAbs = abs( inputNormal.xy - 128.0f ) - ztSigns; // 0..127 + float2 xySigns = ( xyAbs - 64.0f ) < 0; // sign bits for xs and ys (1 or 0) + outputNormal.xy = ( abs( xyAbs - 64.0f ) - xySigns ) / 63.0f; // abs({nX, nY}) + + outputNormal.z = 1.0f - outputNormal.x - outputNormal.y; // Project onto x+y+z=1 + outputNormal.xyz = normalize( outputNormal.xyz ); // Normalize onto unit sphere + + outputNormal.xy *= lerp( fOne.xx, -fOne.xx, xySigns ); // Restore x and y signs + outputNormal.z *= lerp( fOne.x, -fOne.x, ztSigns.x ); // Restore z sign +} + + +void DecompressVertex_Normal( float4 inputNormal, out float3 outputNormal ) +{ + if ( COMPRESSED_VERTS == 1 ) + { + if ( COMPRESSED_NORMALS_TYPE == COMPRESSED_NORMALS_SEPARATETANGENTS_SHORT2 ) + { + _DecompressShort2Normal( inputNormal.xy, outputNormal ); + } + else // ( COMPRESSED_NORMALS_TYPE == COMPRESSED_NORMALS_COMBINEDTANGENTS_UBYTE4 ) + { + _DecompressUByte4Normal( inputNormal, outputNormal ); + } + } + else + { + outputNormal = inputNormal.xyz; + } +} + +void DecompressVertex_NormalTangent( float4 inputNormal, float4 inputTangent, out float3 outputNormal, out float4 outputTangent ) +{ + if ( COMPRESSED_VERTS == 1 ) + { + if ( COMPRESSED_NORMALS_TYPE == COMPRESSED_NORMALS_SEPARATETANGENTS_SHORT2 ) + { + _DecompressShort2NormalTangent( inputNormal.xy, inputTangent.xy, outputNormal, outputTangent ); + } + else // ( COMPRESSED_NORMALS_TYPE == COMPRESSED_NORMALS_COMBINEDTANGENTS_UBYTE4 ) + { + _DecompressUByte4NormalTangent( inputNormal, outputNormal, outputTangent ); + } + } + else + { + outputNormal = inputNormal.xyz; + outputTangent = inputTangent; + } +} + + +#ifdef SHADER_MODEL_VS_3_0 + +//----------------------------------------------------------------------------- +// Methods to sample morph data from a vertex texture +// NOTE: vMorphTargetTextureDim.x = width, cVertexTextureDim.y = height, cVertexTextureDim.z = # of float4 fields per vertex +// For position + normal morph for example, there will be 2 fields. +//----------------------------------------------------------------------------- +float4 SampleMorphDelta( sampler2D vt, const float3 vMorphTargetTextureDim, const float4 vMorphSubrect, const float flVertexID, const float flField ) +{ + float flColumn = floor( flVertexID / vMorphSubrect.w ); + + float4 t; + t.x = vMorphSubrect.x + vMorphTargetTextureDim.z * flColumn + flField + 0.5f; + t.y = vMorphSubrect.y + flVertexID - flColumn * vMorphSubrect.w + 0.5f; + t.xy /= vMorphTargetTextureDim.xy; + t.z = t.w = 0.f; + + return tex2Dlod( vt, t ); +} + +// Optimized version which reads 2 deltas +void SampleMorphDelta2( sampler2D vt, const float3 vMorphTargetTextureDim, const float4 vMorphSubrect, const float flVertexID, out float4 delta1, out float4 delta2 ) +{ + float flColumn = floor( flVertexID / vMorphSubrect.w ); + + float4 t; + t.x = vMorphSubrect.x + vMorphTargetTextureDim.z * flColumn + 0.5f; + t.y = vMorphSubrect.y + flVertexID - flColumn * vMorphSubrect.w + 0.5f; + t.xy /= vMorphTargetTextureDim.xy; + t.z = t.w = 0.f; + + delta1 = tex2Dlod( vt, t ); + t.x += 1.0f / vMorphTargetTextureDim.x; + delta2 = tex2Dlod( vt, t ); +} + +#endif // SHADER_MODEL_VS_3_0 + +//----------------------------------------------------------------------------- +// Method to apply morphs +//----------------------------------------------------------------------------- +bool ApplyMorph( float3 vPosFlex, in float3 vPosition, out float3 vPosition_O ) +{ + // Flexes coming in from a separate stream + float3 vPosDelta = vPosFlex.xyz * cFlexScale.x; + vPosition_O.xyz = vPosition + vPosDelta; + return true; +} + +bool ApplyMorph( float3 vPosFlex, float3 vNormalFlex, + in float3 vPosition, out float3 vPosition_O, + in float3 vNormal, out float3 vNormal_O ) +{ + // Flexes coming in from a separate stream + float3 vPosDelta = vPosFlex.xyz * cFlexScale.x; + float3 vNormalDelta = vNormalFlex.xyz * cFlexScale.x; + vPosition_O.xyz = vPosition + vPosDelta; + vNormal_O.xyz = vNormal + vNormalDelta; + return true; +} + +bool ApplyMorph( float3 vPosFlex, float3 vNormalFlex, + in float3 vPosition, out float3 vPosition_O, + in float3 vNormal, out float3 vNormal_O, + in float3 vTangent, out float3 vTangent_O ) +{ + // Flexes coming in from a separate stream + float3 vPosDelta = vPosFlex.xyz * cFlexScale.x; + float3 vNormalDelta = vNormalFlex.xyz * cFlexScale.x; + vPosition_O.xyz = vPosition + vPosDelta; + vNormal_O.xyz = vNormal + vNormalDelta; + vTangent_O.xyz = vTangent + vNormalDelta; + return true; +} + +bool ApplyMorph( float4 vPosFlex, float3 vNormalFlex, + inout float3 vPosition, inout float3 vNormal, inout float3 vTangent, out float flWrinkle ) +{ + // Flexes coming in from a separate stream + float3 vPosDelta = vPosFlex.xyz * cFlexScale.x; + float3 vNormalDelta = vNormalFlex.xyz * cFlexScale.x; + flWrinkle = vPosFlex.w * cFlexScale.y; + vPosition.xyz += vPosDelta; + vNormal += vNormalDelta; + vTangent.xyz += vNormalDelta; + return true; +} + +#ifdef SHADER_MODEL_VS_3_0 + +bool ApplyMorph( sampler2D morphSampler, const float3 vMorphTargetTextureDim, const float4 vMorphSubrect, + const float flVertexID, const float3 vMorphTexCoord, + in float3 vPosition, out float3 vPosition_O ) +{ +#if MORPHING + +#if 1 + // Flexes coming in from a separate stream + float4 vPosDelta = SampleMorphDelta( morphSampler, vMorphTargetTextureDim, vMorphSubrect, flVertexID, 0 ); + vPosition_O = vPosition + vPosDelta.xyz; +#else + float4 t = float4( vMorphTexCoord.x, vMorphTexCoord.y, 0.0f, 0.0f ); + float3 vPosDelta = tex2Dlod( morphSampler, t ); + vPosition += vPosDelta.xyz * vMorphTexCoord.z; +#endif // DECAL + + return true; + +#else // !MORPHING + vPosition_O = vPosition; + return false; +#endif +} + +bool ApplyMorph( sampler2D morphSampler, const float3 vMorphTargetTextureDim, const float4 vMorphSubrect, + const float flVertexID, const float3 vMorphTexCoord, + in float3 vPosition, out float3 vPosition_O, + in float3 vNormal, out float3 vNormal_O ) +{ +#if MORPHING + +#if 1 + float4 vPosDelta, vNormalDelta; + SampleMorphDelta2( morphSampler, vMorphTargetTextureDim, vMorphSubrect, flVertexID, vPosDelta, vNormalDelta ); + vPosition_O = vPosition + vPosDelta.xyz; + vNormal_O = vNormal + vNormalDelta.xyz; +#else + float4 t = float4( vMorphTexCoord.x, vMorphTexCoord.y, 0.0f, 0.0f ); + float3 vPosDelta = tex2Dlod( morphSampler, t ); + t.x += 1.0f / vMorphTargetTextureDim.x; + float3 vNormalDelta = tex2Dlod( morphSampler, t ); + vPosition += vPosDelta.xyz * vMorphTexCoord.z; + vNormal += vNormalDelta.xyz * vMorphTexCoord.z; +#endif // DECAL + + return true; + +#else // !MORPHING + vPosition_O = vPosition; + vNormal_O = vNormal; + return false; +#endif +} + +bool ApplyMorph( sampler2D morphSampler, const float3 vMorphTargetTextureDim, const float4 vMorphSubrect, + const float flVertexID, const float3 vMorphTexCoord, + in float3 vPosition, out float3 vPosition_O, + in float3 vNormal, out float3 vNormal_O, + in float3 vTangent, out float3 vTangent_O ) +{ +#if MORPHING + +#if 1 + float4 vPosDelta, vNormalDelta; + SampleMorphDelta2( morphSampler, vMorphTargetTextureDim, vMorphSubrect, flVertexID, vPosDelta, vNormalDelta ); + vPosition_O = vPosition + vPosDelta.xyz; + vNormal_O = vNormal + vNormalDelta.xyz; + vTangent_O = vTangent + vNormalDelta.xyz; +#else + float4 t = float4( vMorphTexCoord.x, vMorphTexCoord.y, 0.0f, 0.0f ); + float3 vPosDelta = tex2Dlod( morphSampler, t ); + t.x += 1.0f / vMorphTargetTextureDim.x; + float3 vNormalDelta = tex2Dlod( morphSampler, t ); + vPosition += vPosDelta.xyz * vMorphTexCoord.z; + vNormal += vNormalDelta.xyz * vMorphTexCoord.z; + vTangent += vNormalDelta.xyz * vMorphTexCoord.z; +#endif // DECAL + + return true; + +#else // MORPHING + vPosition_O = vPosition; + vNormal_O = vNormal; + vTangent_O = vTangent; + return false; +#endif +} + +bool ApplyMorph( sampler2D morphSampler, const float3 vMorphTargetTextureDim, const float4 vMorphSubrect, + const float flVertexID, const float3 vMorphTexCoord, + inout float3 vPosition, inout float3 vNormal, inout float3 vTangent, out float flWrinkle ) +{ +#if MORPHING + +#if !DECAL + float4 vPosDelta, vNormalDelta; + SampleMorphDelta2( morphSampler, vMorphTargetTextureDim, vMorphSubrect, flVertexID, vPosDelta, vNormalDelta ); + vPosition += vPosDelta.xyz; + vNormal += vNormalDelta.xyz; + vTangent += vNormalDelta.xyz; + flWrinkle = vPosDelta.w; +#else + float4 t = float4( vMorphTexCoord.x, vMorphTexCoord.y, 0.0f, 0.0f ); + float4 vPosDelta = tex2Dlod( morphSampler, t ); + t.x += 1.0f / vMorphTargetTextureDim.x; + float3 vNormalDelta = tex2Dlod( morphSampler, t ); + + vPosition += vPosDelta.xyz * vMorphTexCoord.z; + vNormal += vNormalDelta.xyz * vMorphTexCoord.z; + vTangent += vNormalDelta.xyz * vMorphTexCoord.z; + flWrinkle = vPosDelta.w * vMorphTexCoord.z; +#endif // DECAL + + return true; + +#else // MORPHING + + flWrinkle = 0.0f; + return false; + +#endif +} + +#endif // SHADER_MODEL_VS_3_0 + + +float RangeFog( const float3 projPos ) +{ + return max( cFogMaxDensity, ( -projPos.z * cOOFogRange + cFogEndOverFogRange ) ); +} + +float WaterFog( const float3 worldPos, const float3 projPos ) +{ + float4 tmp; + + tmp.xy = cEyePosWaterZ.wz - worldPos.z; + + // tmp.x is the distance from the water surface to the vert + // tmp.y is the distance from the eye position to the vert + + // if $tmp.x < 0, then set it to 0 + // This is the equivalent of moving the vert to the water surface if it's above the water surface + + tmp.x = max( 0.0f, tmp.x ); + + // $tmp.w = $tmp.x / $tmp.y + tmp.w = tmp.x / tmp.y; + + tmp.w *= projPos.z; + + // $tmp.w is now the distance that we see through water. + + return max( cFogMaxDensity, ( -tmp.w * cOOFogRange + cFogOne ) ); +} + +float CalcFog( const float3 worldPos, const float3 projPos, const int fogType ) +{ +#if defined( _X360 ) + // 360 only does pixel fog + return 1.0f; +#endif + + if( fogType == FOGTYPE_RANGE ) + { + return RangeFog( projPos ); + } + else + { +#if SHADERMODEL_VS_2_0 == 1 + // We do this work in the pixel shader in dx9, so don't do any fog here. + return 1.0f; +#else + return WaterFog( worldPos, projPos ); +#endif + } +} + +float CalcFog( const float3 worldPos, const float3 projPos, const bool bWaterFog ) +{ +#if defined( _X360 ) + // 360 only does pixel fog + return 1.0f; +#endif + + float flFog; + if( !bWaterFog ) + { + flFog = RangeFog( projPos ); + } + else + { +#if SHADERMODEL_VS_2_0 == 1 + // We do this work in the pixel shader in dx9, so don't do any fog here. + flFog = 1.0f; +#else + flFog = WaterFog( worldPos, projPos ); +#endif + } + + return flFog; +} + +float4 DecompressBoneWeights( const float4 weights ) +{ + float4 result = weights; + + if ( COMPRESSED_VERTS ) + { + // Decompress from SHORT2 to float. In our case, [-1, +32767] -> [0, +1] + // NOTE: we add 1 here so we can divide by 32768 - which is exact (divide by 32767 is not). + // This avoids cracking between meshes with different numbers of bone weights. + // We use SHORT2 instead of SHORT2N for a similar reason - the GPU's conversion + // from [-32768,+32767] to [-1,+1] is imprecise in the same way. + result += 1; + result /= 32768; + } + + return result; +} + +void SkinPosition( bool bSkinning, const float4 modelPos, + const float4 boneWeights, float4 fBoneIndices, + out float3 worldPos ) +{ +#if !defined( _X360 ) + int3 boneIndices = D3DCOLORtoUBYTE4( fBoneIndices ); +#else + int3 boneIndices = fBoneIndices; +#endif + + // Needed for invariance issues caused by multipass rendering +#if defined( _X360 ) + [isolate] +#endif + { + if ( !bSkinning ) + { + worldPos = mul4x3( modelPos, cModel[0] ); + } + else // skinning - always three bones + { + float4x3 mat1 = cModel[boneIndices[0]]; + float4x3 mat2 = cModel[boneIndices[1]]; + float4x3 mat3 = cModel[boneIndices[2]]; + + float3 weights = DecompressBoneWeights( boneWeights ).xyz; + weights[2] = 1 - (weights[0] + weights[1]); + + float4x3 blendMatrix = mat1 * weights[0] + mat2 * weights[1] + mat3 * weights[2]; + worldPos = mul4x3( modelPos, blendMatrix ); + } + } +} + +void SkinPositionAndNormal( bool bSkinning, const float4 modelPos, const float3 modelNormal, + const float4 boneWeights, float4 fBoneIndices, + out float3 worldPos, out float3 worldNormal ) +{ + // Needed for invariance issues caused by multipass rendering +#if defined( _X360 ) + [isolate] +#endif + { + +#if !defined( _X360 ) + int3 boneIndices = D3DCOLORtoUBYTE4( fBoneIndices ); +#else + int3 boneIndices = fBoneIndices; +#endif + + if ( !bSkinning ) + { + worldPos = mul4x3( modelPos, cModel[0] ); + worldNormal = mul3x3( modelNormal, ( const float3x3 )cModel[0] ); + } + else // skinning - always three bones + { + float4x3 mat1 = cModel[boneIndices[0]]; + float4x3 mat2 = cModel[boneIndices[1]]; + float4x3 mat3 = cModel[boneIndices[2]]; + + float3 weights = DecompressBoneWeights( boneWeights ).xyz; + weights[2] = 1 - (weights[0] + weights[1]); + + float4x3 blendMatrix = mat1 * weights[0] + mat2 * weights[1] + mat3 * weights[2]; + worldPos = mul4x3( modelPos, blendMatrix ); + worldNormal = mul3x3( modelNormal, ( float3x3 )blendMatrix ); + } + + } // end [isolate] +} + +// Is it worth keeping SkinPosition and SkinPositionAndNormal around since the optimizer +// gets rid of anything that isn't used? +void SkinPositionNormalAndTangentSpace( + bool bSkinning, + const float4 modelPos, const float3 modelNormal, + const float4 modelTangentS, + const float4 boneWeights, float4 fBoneIndices, + out float3 worldPos, out float3 worldNormal, + out float3 worldTangentS, out float3 worldTangentT ) +{ +#if !defined( _X360 ) + int3 boneIndices = D3DCOLORtoUBYTE4( fBoneIndices ); +#else + int3 boneIndices = fBoneIndices; +#endif + + // Needed for invariance issues caused by multipass rendering +#if defined( _X360 ) + [isolate] +#endif + { + if ( !bSkinning ) + { + worldPos = mul4x3( modelPos, cModel[0] ); + worldNormal = mul3x3( modelNormal, ( const float3x3 )cModel[0] ); + worldTangentS = mul3x3( ( float3 )modelTangentS, ( const float3x3 )cModel[0] ); + } + else // skinning - always three bones + { + float4x3 mat1 = cModel[boneIndices[0]]; + float4x3 mat2 = cModel[boneIndices[1]]; + float4x3 mat3 = cModel[boneIndices[2]]; + + float3 weights = DecompressBoneWeights( boneWeights ).xyz; + weights[2] = 1 - (weights[0] + weights[1]); + + float4x3 blendMatrix = mat1 * weights[0] + mat2 * weights[1] + mat3 * weights[2]; + worldPos = mul4x3( modelPos, blendMatrix ); + worldNormal = mul3x3( modelNormal, ( const float3x3 )blendMatrix ); + worldTangentS = mul3x3( ( float3 )modelTangentS, ( const float3x3 )blendMatrix ); + } + worldTangentT = cross( worldNormal, worldTangentS ) * -modelTangentS.w; + } +} + + +//----------------------------------------------------------------------------- +// Lighting helper functions +//----------------------------------------------------------------------------- + +float3 AmbientLight( const float3 worldNormal ) +{ + float3 nSquared = worldNormal * worldNormal; + int3 isNegative = ( worldNormal < 0.0 ); + float3 linearColor; + linearColor = nSquared.x * cAmbientCubeX[isNegative.x] + + nSquared.y * cAmbientCubeY[isNegative.y] + + nSquared.z * cAmbientCubeZ[isNegative.z]; + return linearColor; +} + +// The following "internal" routines are called "privately" by other routines in this file which +// handle the particular flavor of vs20 control flow appropriate to the original caller +float VertexAttenInternal( const float3 worldPos, int lightNum ) +{ + float result = 0.0f; + + // Get light direction + float3 lightDir = cLightInfo[lightNum].pos - worldPos; + + // Get light distance squared. + float lightDistSquared = dot( lightDir, lightDir ); + + // Get 1/lightDistance + float ooLightDist = rsqrt( lightDistSquared ); + + // Normalize light direction + lightDir *= ooLightDist; + + float3 vDist; +# if defined( _X360 ) + { + //X360 dynamic compile hits an internal compiler error using dst(), this is the breakdown of how dst() works from the 360 docs. + vDist.x = 1; + vDist.y = lightDistSquared * ooLightDist; + vDist.z = lightDistSquared; + //flDist.w = ooLightDist; + } +# else + { + vDist = dst( lightDistSquared, ooLightDist ); + } +# endif + + float flDistanceAtten = 1.0f / dot( cLightInfo[lightNum].atten.xyz, vDist ); + + // Spot attenuation + float flCosTheta = dot( cLightInfo[lightNum].dir.xyz, -lightDir ); + float flSpotAtten = (flCosTheta - cLightInfo[lightNum].spotParams.z) * cLightInfo[lightNum].spotParams.w; + flSpotAtten = max( 0.0001f, flSpotAtten ); + flSpotAtten = pow( flSpotAtten, cLightInfo[lightNum].spotParams.x ); + flSpotAtten = saturate( flSpotAtten ); + + // Select between point and spot + float flAtten = lerp( flDistanceAtten, flDistanceAtten * flSpotAtten, cLightInfo[lightNum].dir.w ); + + // Select between above and directional (no attenuation) + result = lerp( flAtten, 1.0f, cLightInfo[lightNum].color.w ); + + return result; +} + +float CosineTermInternal( const float3 worldPos, const float3 worldNormal, int lightNum, bool bHalfLambert ) +{ + // Calculate light direction assuming this is a point or spot + float3 lightDir = normalize( cLightInfo[lightNum].pos - worldPos ); + + // Select the above direction or the one in the structure, based upon light type + lightDir = lerp( lightDir, -cLightInfo[lightNum].dir, cLightInfo[lightNum].color.w ); + + // compute N dot L + float NDotL = dot( worldNormal, lightDir ); + + if ( !bHalfLambert ) + { + NDotL = max( 0.0f, NDotL ); + } + else // Half-Lambert + { + NDotL = NDotL * 0.5 + 0.5; + NDotL = NDotL * NDotL; + } + return NDotL; +} + +// This routine uses booleans to do early-outs and is meant to be called by routines OUTSIDE of this file +float GetVertexAttenForLight( const float3 worldPos, int lightNum ) +{ + float result = 0.0f; + if ( g_bLightEnabled[lightNum] ) + { + result = VertexAttenInternal( worldPos, lightNum ); + } + + return result; +} + +// This routine uses booleans to do early-outs and is meant to be called by routines OUTSIDE of this file +float CosineTerm( const float3 worldPos, const float3 worldNormal, int lightNum, bool bHalfLambert ) +{ + float flResult = 0.0f; + if ( g_bLightEnabled[lightNum] ) + { + flResult = CosineTermInternal( worldPos, worldNormal, lightNum, bHalfLambert ); + } + + return flResult; +} + +float3 DoLightInternal( const float3 worldPos, const float3 worldNormal, int lightNum, bool bHalfLambert ) +{ + return cLightInfo[lightNum].color * + CosineTermInternal( worldPos, worldNormal, lightNum, bHalfLambert ) * + VertexAttenInternal( worldPos, lightNum ); +} + +// This routine +float3 DoLighting( const float3 worldPos, const float3 worldNormal, + const float3 staticLightingColor, const bool bStaticLight, + const bool bDynamicLight, bool bHalfLambert ) +{ + float3 linearColor = float3( 0.0f, 0.0f, 0.0f ); + + if( bStaticLight ) // Static light + { + float3 col = staticLightingColor * cOverbright; +#if defined ( _X360 ) + linearColor += col * col; +#else + linearColor += GammaToLinear( col ); +#endif + } + + if( bDynamicLight ) // Dynamic light + { + for (int i = 0; i < g_nLightCount; i++) + { + linearColor += DoLightInternal( worldPos, worldNormal, i, bHalfLambert ); + } + } + + if( bDynamicLight ) + { + linearColor += AmbientLight( worldNormal ); //ambient light is already remapped + } + + return linearColor; +} + +float3 DoLightingUnrolled( const float3 worldPos, const float3 worldNormal, + const float3 staticLightingColor, const bool bStaticLight, + const bool bDynamicLight, bool bHalfLambert, const int nNumLights ) +{ + float3 linearColor = float3( 0.0f, 0.0f, 0.0f ); + + if( bStaticLight ) // Static light + { + linearColor += GammaToLinear( staticLightingColor * cOverbright ); + } + + if( bDynamicLight ) // Ambient light + { + if ( nNumLights >= 1 ) + linearColor += DoLightInternal( worldPos, worldNormal, 0, bHalfLambert ); + if ( nNumLights >= 2 ) + linearColor += DoLightInternal( worldPos, worldNormal, 1, bHalfLambert ); + if ( nNumLights >= 3 ) + linearColor += DoLightInternal( worldPos, worldNormal, 2, bHalfLambert ); + if ( nNumLights >= 4 ) + linearColor += DoLightInternal( worldPos, worldNormal, 3, bHalfLambert ); + } + + if( bDynamicLight ) + { + linearColor += AmbientLight( worldNormal ); //ambient light is already remapped + } + + return linearColor; +} + +int4 FloatToInt( in float4 floats ) +{ + return D3DCOLORtoUBYTE4( floats.zyxw / 255.001953125 ); +} + +float2 ComputeSphereMapTexCoords( in float3 reflectionVector ) +{ + // transform reflection vector into view space + reflectionVector = mul( reflectionVector, ( float3x3 )cViewModel ); + + // generate + float3 tmp = float3( reflectionVector.x, reflectionVector.y, reflectionVector.z + 1.0f ); + + // find 1 / len + float ooLen = dot( tmp, tmp ); + ooLen = 1.0f / sqrt( ooLen ); + + // tmp = tmp/|tmp| + 1 + tmp.xy = ooLen * tmp.xy + 1.0f; + + return tmp.xy * 0.5f; +} + + +#define DEFORMATION_CLAMP_TO_BOX_IN_WORLDSPACE 1 + // minxyz.minsoftness / maxxyz.maxsoftness +float3 ApplyDeformation( float3 worldpos, int deftype, float4 defparms0, float4 defparms1, + float4 defparms2, float4 defparms3 ) +{ + float3 ret = worldpos; + if ( deftype == DEFORMATION_CLAMP_TO_BOX_IN_WORLDSPACE ) + { + ret=max( ret, defparms2.xyz ); + ret=min( ret, defparms3.xyz ); + } + + return ret; +} + + +#endif //#ifndef COMMON_VS_FXC_H_ diff --git a/mp/game/momentum/shadereditorui/shader_src/cpp_shader_constant_register_map.h b/mp/game/momentum/shadereditorui/shader_src/cpp_shader_constant_register_map.h new file mode 100644 index 0000000000..62c9acd19c --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/cpp_shader_constant_register_map.h @@ -0,0 +1,45 @@ +//========= Copyright © 1996-2006, Valve LLC, All rights reserved. ============ +// +// Purpose: Provide convenient mapping for shader constants +// +// $NoKeywords: $ +//============================================================================= + +#define C_CODE_HACK +#include "shader_constant_register_map.h" +#undef C_CODE_HACK + +// For the C code, map the above file's defines back to integers... +#define PSREG_CONSTANT_00 0 +#define PSREG_CONSTANT_01 1 +#define PSREG_CONSTANT_02 2 +#define PSREG_CONSTANT_03 3 +#define PSREG_CONSTANT_04 4 +#define PSREG_CONSTANT_05 5 +#define PSREG_CONSTANT_06 6 +#define PSREG_CONSTANT_07 7 +#define PSREG_CONSTANT_08 8 +#define PSREG_CONSTANT_09 9 +#define PSREG_CONSTANT_10 10 +#define PSREG_CONSTANT_11 11 +#define PSREG_CONSTANT_12 12 +#define PSREG_CONSTANT_13 13 +#define PSREG_CONSTANT_14 14 +#define PSREG_CONSTANT_15 15 +#define PSREG_CONSTANT_16 16 +#define PSREG_CONSTANT_17 17 +#define PSREG_CONSTANT_18 18 +#define PSREG_CONSTANT_19 19 +#define PSREG_CONSTANT_20 20 +#define PSREG_CONSTANT_21 21 +#define PSREG_CONSTANT_22 22 +#define PSREG_CONSTANT_23 23 +#define PSREG_CONSTANT_24 24 +#define PSREG_CONSTANT_25 25 +#define PSREG_CONSTANT_26 26 +#define PSREG_CONSTANT_27 27 +#define PSREG_CONSTANT_28 28 +#define PSREG_CONSTANT_29 29 +#define PSREG_CONSTANT_30 30 +#define PSREG_CONSTANT_31 31 + diff --git a/mp/game/momentum/shadereditorui/shader_src/detail_prop_shader_ps30.fxc b/mp/game/momentum/shadereditorui/shader_src/detail_prop_shader_ps30.fxc new file mode 100644 index 0000000000..6d7cc5f53d --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/detail_prop_shader_ps30.fxc @@ -0,0 +1,92 @@ +// ******************************** +// ** auto generated pixelshader ** +// ******************************** + +// Combos +// STATIC: "FLASHLIGHT" "0..1" +// DYNAMIC: "FLASHLIGHTDEPTHFILTERMODE" "0..2" +// DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" +// DYNAMIC: "PIXELFOGTYPE" "0..1" +// DYNAMIC: "WRITEWATERFOGTODESTALPHA" "0..1" + +// Includes +#include "common_ps_fxc.h" +#include "common_vertexlitgeneric_dx9.h" +#include "common_lightmappedgeneric_fxc.h" +#include "common_flashlight_fxc.h" +#include "common_parallax.h" + + +// Samplers +sampler _Sampler_00 : register( s0 ); +sampler _gSampler_Flashlight_Cookie : register( s1 ); +sampler _gSampler_Flashlight_Depth : register( s2 ); +sampler _gSampler_Flashlight_Random : register( s3 ); + +// Constants +const float3 g_cData_grass_spec_color : register( c16 ); // Static +const float3 _g_VecForward : register( c17 ); +const float4 _g_FogParams : register( c18 ); +const float3 _g_VecOrig : register( c19 ); +const float4 g_cFlashlightAttenuationFactors : register( c8 ); +const float4 g_cFlashlightPos : register( c9 ); +const float4 g_cShadowTweaks : register( c7 ); + +// Semantic structures +struct PS_INPUT +{ + float2 vTexCoord_0 : TEXCOORD0; + float3 vTexCoord_1 : TEXCOORD1; + float4 vTexCoord_2 : TEXCOORD2; + float4 vTexCoord_3 : TEXCOORD3; + float3 vTexCoord_4 : TEXCOORD4; + float vColor_0 : COLOR0; +}; + +struct PS_OUTPUT +{ + float4 vColor_0 : COLOR0; +}; + +// Entry point +PS_OUTPUT main( const PS_INPUT In ) +{ + PS_OUTPUT Out; + float4 _texLookup_16 = tex2D( _Sampler_00, In.vTexCoord_0 ); + float3 _var0 = _texLookup_16.rgb; + float _var1 = _texLookup_16.a; + float3 _var2 = float3( 0.000000, 0.000000, 0.000000 ); + float3 _var3 = float3( 0.000000, 0.000000, 0.000000 ); + float3 _var4 = float( -1.000000 ) * _g_VecForward; + float _var5 = _g_VecOrig.z; + float _var6 = In.vTexCoord_4.z; + float _var7 = In.vTexCoord_3.z; +#if ( FLASHLIGHT == 0 ) + float _var8 = smoothstep( float( 0.290000 ), float( 0.300000 ), _var1 ); + _var3 = In.vTexCoord_1; + _var8 = In.vColor_0 * _var8; + float3 _var9 = _var8 * g_cData_grass_spec_color; + _var2 = _var9; +#endif +#if ( FLASHLIGHT == 1 ) + float2 _var10 = In.vTexCoord_3.xy; + float _var11 = In.vTexCoord_3.w; + _var10 = _var10 / _var11; + _var4 = DoFlashlight( g_cFlashlightPos.xyz, In.vTexCoord_4, In.vTexCoord_2, _var4, + g_cFlashlightAttenuationFactors.xyz, g_cFlashlightAttenuationFactors.w, + _gSampler_Flashlight_Cookie, _gSampler_Flashlight_Depth, _gSampler_Flashlight_Random, + FLASHLIGHTDEPTHFILTERMODE, FLASHLIGHTSHADOWS, true, + _var10, false, g_cShadowTweaks ); + _var3 = _var4; +#endif + _var0 = _var0 + _var2; + _var3 = _var3; + float _var12 = _var1 - float( 0.100000 ); + _var5 = CalcPixelFogFactor( PIXELFOGTYPE, _g_FogParams, _var5, _var6, _var7 ); + _var0 = _var0 * _var3; + clip( _var12 ); + float4 _var13 = float4( _var0, _var12 ); + _var13 = FinalOutput( _var13, _var5, PIXELFOGTYPE, TONEMAP_SCALE_GAMMA, true, _var7 ); + Out.vColor_0 = _var13; + return Out; +} \ No newline at end of file diff --git a/mp/game/momentum/shadereditorui/shader_src/detail_prop_shader_vs30.fxc b/mp/game/momentum/shadereditorui/shader_src/detail_prop_shader_vs30.fxc new file mode 100644 index 0000000000..165ce5fd3f --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/detail_prop_shader_vs30.fxc @@ -0,0 +1,136 @@ +// ********************************* +// ** auto generated vertexshader ** +// ********************************* + +// Combos +// STATIC: "FLASHLIGHT" "0..1" + +// Includes +#include "common_vs_fxc.h" + + +// Constants +const float3 g_cData_Mutable_01 : register( c48 ); // Mutable +const float g_cData_Mutable_02 : register( c49 ); // Mutable +const float _g_Time : register( c50 ); +const float4x4 g_cFlashlightWorldToTexture : register( c51 ); + +// User code - globals +float3 triangle( float3 a ) +{ + return abs( frac( a + 0.5f ) * 2.0f - 1.0f ); +} + +// User code - function bodies +void UserFunction_195( in float3 var_00, out float3 var_01 ) +{ + var_01 = triangle( var_00 ); + + var_01 = ( 3.0 - 2.000000000001 * var_01 ) * var_01 * var_01; +} + +// Semantic structures +struct VS_INPUT +{ + float3 vPos : POSITION; + float3 vNormal : NORMAL; + float2 vTexCoord_0 : TEXCOORD0; + float3 vTexCoord_1 : TEXCOORD1; + float3 vTexCoord_2 : TEXCOORD2; + float4 vColor_0 : COLOR0; +}; + +struct VS_OUTPUT +{ + float4 vProjPos : POSITION; + float2 vTexCoord_0 : TEXCOORD0; + float3 vTexCoord_1 : TEXCOORD1; + float4 vTexCoord_2 : TEXCOORD2; + float4 vTexCoord_3 : TEXCOORD3; + float3 vTexCoord_4 : TEXCOORD4; + float vColor_0 : COLOR0; +}; + +// Entry point +VS_OUTPUT main( const VS_INPUT In ) +{ + VS_OUTPUT Out; + float _var0 = dot( In.vTexCoord_2, In.vNormal ); + float _var1 = In.vTexCoord_1.z; + float3 _var2 = In.vNormal * float( -0.900000 ); + float _var3 = dot( In.vNormal, g_cData_Mutable_01 ); + float _var4 = In.vTexCoord_1.y; + float _var5 = In.vTexCoord_1.x; + float _var6 = cos( g_cData_Mutable_02 ); + float _var7 = In.vPos.x; + float _var8 = sin( g_cData_Mutable_02 ); + float _var9 = In.vPos.y; + float _var10 = In.vPos.z; + float _var11 = _g_Time * float( 0.700000 ); + float3 _var12 = In.vColor_0.xyz; + float4 _var13 = float4( 0.000000, 0.000000, 0.000000, 0.000000 ); + float3 _var14 = _var0 * In.vNormal; + _var2 = _var1 * _var2; + float3 _var15 = _var3 * In.vNormal; + float _var16 = 1.0f - _var4; + float _var17 = _var6 * _var7; + float _var18 = _var8 * _var9; + float _var19 = _var9 * _var6; + float _var20 = _var8 * _var7; + float _var21 = _var4 * float( 0.400000 ); + _var14 = In.vTexCoord_2 - _var14; + _var15 = g_cData_Mutable_01 - _var15; + float _var22 = _var16 * _var5; + _var17 = _var17 - _var18; + _var19 = _var19 + _var20; + _var12 = _var21 + _var12; + float _var23 = _var5 * _var16; + _var14 = _var14 * _var1; + _var15 = normalize( _var15 ); + float2 _var24 = float2( _var17, _var19 ); + _var14 = _var14 + _var2; + _var15 = _var15 * float( 2.000000 ); + float3 _var25 = float3( _var24, _var10 ); + _var15 = _var15 * _var22; + _var25 = _var25 * float( 0.005000 ); + _var25 = _var25 + _var11; + float3 _var26 = (float3)0; + UserFunction_195( _var25, _var26 ); + float3 _var27 = sin( _var25 ); + float3 _var28 = abs( _var26 ); + float3 _var29 = sign( _var26 ); + _var27 = abs( _var27 ); + _var28 = pow( _var28, float( 3.000000 ) ); + float _var30 = dot( _var27, float3( 0.333333, 0.333333, 0.333333 ) ); + _var29 = _var28 * _var29; + float3 _var31 = _var12 * _var30; + float _var32 = dot( _var28, float3( 0.333333, 0.333333, 0.333333 ) ); + float _var33 = pow( _var30, float( 2.000000 ) ); + _var15 = _var15 * _var29; + _var31 = lerp( _var12, _var31, float( 0.400000 ) ); + _var32 = _var32 * _var33; + _var15 = In.vPos + _var15; + _var23 = _var23 * _var32; + _var14 = _var14 + _var15; + float4 _var34 = mul( float4(_var14.xyz,1), cModelViewProj ); + float4 _var35 = _var34; +#if ( FLASHLIGHT == 1 ) + float4 _var36 = mul( float4(_var14.xyz,1), g_cFlashlightWorldToTexture ); + float2 _var37 = _var34.xy; + float _var38 = _var34.z; + float _var39 = _var34.w; + _var13 = _var36; + _var38 = _var38 - float( 0.100000 ); + float3 _var40 = float3( _var37, _var38 ); + float4 _var41 = float4( _var40, _var39 ); + _var35 = _var41; +#endif + Out.vProjPos = _var35; + Out.vTexCoord_0 = In.vTexCoord_0; + Out.vTexCoord_1 = _var31; + Out.vTexCoord_2 = _var13; + Out.vTexCoord_3 = _var35; + Out.vTexCoord_4 = _var14; + Out.vColor_0 = _var23; + return Out; +} \ No newline at end of file diff --git a/mp/game/momentum/shadereditorui/shader_src/downsample_4_ps30.fxc b/mp/game/momentum/shadereditorui/shader_src/downsample_4_ps30.fxc new file mode 100644 index 0000000000..df6d0b81ea --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/downsample_4_ps30.fxc @@ -0,0 +1,58 @@ +// ******************************** +// ** auto generated pixelshader ** +// ******************************** + + +// Includes +#include "common_ps_fxc.h" +#include "common_vertexlitgeneric_dx9.h" +#include "common_lightmappedgeneric_fxc.h" +#include "common_flashlight_fxc.h" +#include "common_parallax.h" + + +// Samplers +sampler _Sampler_00 : register( s0 ); + +// Constants +const float2 _g_TexelSize : register( c16 ); + +// Arrays +static const float2 g_cArray_202[4] = +{ + float2( 0.000000f, 0.000000f ), + float2( 2.000000f, 0.000000f ), + float2( 0.000000f, 2.000000f ), + float2( 2.000000f, 2.000000f ), +}; + +// Semantic structures +struct PS_INPUT +{ + float2 vTexCoord_0 : TEXCOORD0; +}; + +struct PS_OUTPUT +{ + float4 vColor_0 : COLOR0; +}; + +// Entry point +PS_OUTPUT main( const PS_INPUT In ) +{ + PS_OUTPUT Out; + float4 _var0 = float4( 0.000000, 0.000000, 0.000000, 0.000000 ); + float2 _var1 = _g_TexelSize * float( 0.500000 ); + _var1 = In.vTexCoord_0 + _var1; + for ( int _var2 = 0; _var2 < 4; _var2++ ) + { + float2 _var3 = _var1; + float2 _var4 = g_cArray_202[_var2] * _g_TexelSize; + _var3 = _var3 + _var4; + float4 _var5 = tex2D( _Sampler_00, _var3 ).rgba; + _var0 = _var0 + _var5; + } + _var0 = _var0 * float( 0.250000 ); + Out.vColor_0 = _var0; + return Out; +} \ No newline at end of file diff --git a/mp/game/momentum/shadereditorui/shader_src/downsample_4_vs30.fxc b/mp/game/momentum/shadereditorui/shader_src/downsample_4_vs30.fxc new file mode 100644 index 0000000000..9c0734a8f7 --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/downsample_4_vs30.fxc @@ -0,0 +1,31 @@ +// ********************************* +// ** auto generated vertexshader ** +// ********************************* + + +// Includes +#include "common_vs_fxc.h" + + +// Semantic structures +struct VS_INPUT +{ + float3 vPos : POSITION; + float2 vTexCoord_0 : TEXCOORD0; +}; + +struct VS_OUTPUT +{ + float4 vProjPos : POSITION; + float2 vTexCoord_0 : TEXCOORD0; +}; + +// Entry point +VS_OUTPUT main( const VS_INPUT In ) +{ + VS_OUTPUT Out; + float4 _var0 = float4( In.vPos.x, In.vPos.y, In.vPos.z, 1.000000 ); + Out.vProjPos = _var0; + Out.vTexCoord_0 = In.vTexCoord_0; + return Out; +} \ No newline at end of file diff --git a/mp/game/momentum/shadereditorui/shader_src/gauss_blur_5_x_ps30.fxc b/mp/game/momentum/shadereditorui/shader_src/gauss_blur_5_x_ps30.fxc new file mode 100644 index 0000000000..cf9fe1d4d7 --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/gauss_blur_5_x_ps30.fxc @@ -0,0 +1,58 @@ +// ******************************** +// ** auto generated pixelshader ** +// ******************************** + + +// Includes +#include "common_ps_fxc.h" +#include "common_vertexlitgeneric_dx9.h" +#include "common_lightmappedgeneric_fxc.h" +#include "common_flashlight_fxc.h" +#include "common_parallax.h" + + +// Samplers +sampler _Sampler_00 : register( s0 ); + +// Constants +const float2 _g_TexelSize : register( c16 ); + +// Arrays +static const float g_cArray_231[5] = +{ + float( 0.054489f ), + float( 0.244201f ), + float( 0.402620f ), + float( 0.244201f ), + float( 0.054489f ), +}; + +// Semantic structures +struct PS_INPUT +{ + float2 vTexCoord_0 : TEXCOORD0; +}; + +struct PS_OUTPUT +{ + float4 vColor_0 : COLOR0; +}; + +// Entry point +PS_OUTPUT main( const PS_INPUT In ) +{ + PS_OUTPUT Out; + float4 _var0 = float4( 0.000000, 0.000000, 0.000000, 0.000000 ); + float2 _var1 = float2( 3.000000, 0.000000 ) * _g_TexelSize; + float2 _var2 = float2( 1.000000, 0.000000 ) * _g_TexelSize; + _var1 = In.vTexCoord_0 - _var1; + for ( int _var3 = 0; _var3 < 5; _var3++ ) + { + _var1 = _var1 + _var2; + float4 _var4 = tex2D( _Sampler_00, _var1 ).rgba; + _var4 = _var4 * g_cArray_231[_var3]; + _var0 = _var0 + _var4; + } + Out.vColor_0 = _var0; + return Out; +} \ No newline at end of file diff --git a/mp/game/momentum/shadereditorui/shader_src/gauss_blur_5_x_vs30.fxc b/mp/game/momentum/shadereditorui/shader_src/gauss_blur_5_x_vs30.fxc new file mode 100644 index 0000000000..9c0734a8f7 --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/gauss_blur_5_x_vs30.fxc @@ -0,0 +1,31 @@ +// ********************************* +// ** auto generated vertexshader ** +// ********************************* + + +// Includes +#include "common_vs_fxc.h" + + +// Semantic structures +struct VS_INPUT +{ + float3 vPos : POSITION; + float2 vTexCoord_0 : TEXCOORD0; +}; + +struct VS_OUTPUT +{ + float4 vProjPos : POSITION; + float2 vTexCoord_0 : TEXCOORD0; +}; + +// Entry point +VS_OUTPUT main( const VS_INPUT In ) +{ + VS_OUTPUT Out; + float4 _var0 = float4( In.vPos.x, In.vPos.y, In.vPos.z, 1.000000 ); + Out.vProjPos = _var0; + Out.vTexCoord_0 = In.vTexCoord_0; + return Out; +} \ No newline at end of file diff --git a/mp/game/momentum/shadereditorui/shader_src/gauss_blur_5_y_ps30.fxc b/mp/game/momentum/shadereditorui/shader_src/gauss_blur_5_y_ps30.fxc new file mode 100644 index 0000000000..d5f98cefd7 --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/gauss_blur_5_y_ps30.fxc @@ -0,0 +1,58 @@ +// ******************************** +// ** auto generated pixelshader ** +// ******************************** + + +// Includes +#include "common_ps_fxc.h" +#include "common_vertexlitgeneric_dx9.h" +#include "common_lightmappedgeneric_fxc.h" +#include "common_flashlight_fxc.h" +#include "common_parallax.h" + + +// Samplers +sampler _Sampler_00 : register( s0 ); + +// Constants +const float2 _g_TexelSize : register( c16 ); + +// Arrays +static const float g_cArray_253[5] = +{ + float( 0.054489f ), + float( 0.244201f ), + float( 0.402620f ), + float( 0.244201f ), + float( 0.054489f ), +}; + +// Semantic structures +struct PS_INPUT +{ + float2 vTexCoord_0 : TEXCOORD0; +}; + +struct PS_OUTPUT +{ + float4 vColor_0 : COLOR0; +}; + +// Entry point +PS_OUTPUT main( const PS_INPUT In ) +{ + PS_OUTPUT Out; + float4 _var0 = float4( 0.000000, 0.000000, 0.000000, 0.000000 ); + float2 _var1 = float2( 0.000000, 3.000000 ) * _g_TexelSize; + float2 _var2 = float2( 0.000000, 1.000000 ) * _g_TexelSize; + _var1 = In.vTexCoord_0 - _var1; + for ( int _var3 = 0; _var3 < 5; _var3++ ) + { + _var1 = _var1 + _var2; + float4 _var4 = tex2D( _Sampler_00, _var1 ).rgba; + _var4 = _var4 * g_cArray_253[_var3]; + _var0 = _var0 + _var4; + } + Out.vColor_0 = _var0; + return Out; +} \ No newline at end of file diff --git a/mp/game/momentum/shadereditorui/shader_src/gauss_blur_5_y_vs30.fxc b/mp/game/momentum/shadereditorui/shader_src/gauss_blur_5_y_vs30.fxc new file mode 100644 index 0000000000..9c0734a8f7 --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/gauss_blur_5_y_vs30.fxc @@ -0,0 +1,31 @@ +// ********************************* +// ** auto generated vertexshader ** +// ********************************* + + +// Includes +#include "common_vs_fxc.h" + + +// Semantic structures +struct VS_INPUT +{ + float3 vPos : POSITION; + float2 vTexCoord_0 : TEXCOORD0; +}; + +struct VS_OUTPUT +{ + float4 vProjPos : POSITION; + float2 vTexCoord_0 : TEXCOORD0; +}; + +// Entry point +VS_OUTPUT main( const VS_INPUT In ) +{ + VS_OUTPUT Out; + float4 _var0 = float4( In.vPos.x, In.vPos.y, In.vPos.z, 1.000000 ); + Out.vProjPos = _var0; + Out.vTexCoord_0 = In.vTexCoord_0; + return Out; +} \ No newline at end of file diff --git a/mp/game/momentum/shadereditorui/shader_src/gauss_blur_7_half_aceil_x_ps30.fxc b/mp/game/momentum/shadereditorui/shader_src/gauss_blur_7_half_aceil_x_ps30.fxc new file mode 100644 index 0000000000..dd26fa72c4 --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/gauss_blur_7_half_aceil_x_ps30.fxc @@ -0,0 +1,71 @@ +// ******************************** +// ** auto generated pixelshader ** +// ******************************** + + +// Includes +#include "common_ps_fxc.h" +#include "common_vertexlitgeneric_dx9.h" +#include "common_lightmappedgeneric_fxc.h" +#include "common_flashlight_fxc.h" +#include "common_parallax.h" + + +// Samplers +sampler _Sampler_00 : register( s0 ); + +// Constants +const float2 _g_TexelSize : register( c16 ); + +// Arrays +static const float g_cArray_274[7] = +{ + float( 0.167839f ), + float( 0.684901f ), + float( 1.592437f ), + float( 2.109639f ), + float( 1.592437f ), + float( 0.684901f ), + float( 0.167839f ), +}; + +// Semantic structures +struct PS_INPUT +{ + float2 vTexCoord_0 : TEXCOORD0; +}; + +struct PS_OUTPUT +{ + float4 vColor_0 : COLOR0; +}; + +// Entry point +PS_OUTPUT main( const PS_INPUT In ) +{ + PS_OUTPUT Out; + float4 _var0 = float4( 0.000000, 0.000000, 0.000000, 0.000000 ); + float2 _var1 = float2( 4.000000, 0.000000 ) * _g_TexelSize; + float2 _var2 = float2( 1.000000, 0.000000 ) * _g_TexelSize; + float _var3 = float( 0.000000 ); + _var1 = In.vTexCoord_0 - _var1; + for ( int _var4 = 0; _var4 < 7; _var4++ ) + { + _var1 = _var1 + _var2; + float4 _texLookup_16 = tex2D( _Sampler_00, _var1 ); + float3 _var5 = _texLookup_16.rgb; + float _var6 = _texLookup_16.a; + _var6 = ceil( _var6 ); + float4 _var7 = float4( _var5, _var6 ); + _var3 = _var3 + _var6; + _var7 = _var7 * g_cArray_274[_var4]; + _var0 = _var0 + _var7; + } + float3 _var8 = _var0.xyz; + float _var9 = _var0.w; + _var8 = _var8 / _var3; + _var9 = _var9 / float( 7.000000 ); + float4 _var10 = float4( _var8, _var9 ); + Out.vColor_0 = _var10; + return Out; +} \ No newline at end of file diff --git a/mp/game/momentum/shadereditorui/shader_src/gauss_blur_7_half_aceil_x_vs30.fxc b/mp/game/momentum/shadereditorui/shader_src/gauss_blur_7_half_aceil_x_vs30.fxc new file mode 100644 index 0000000000..9c0734a8f7 --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/gauss_blur_7_half_aceil_x_vs30.fxc @@ -0,0 +1,31 @@ +// ********************************* +// ** auto generated vertexshader ** +// ********************************* + + +// Includes +#include "common_vs_fxc.h" + + +// Semantic structures +struct VS_INPUT +{ + float3 vPos : POSITION; + float2 vTexCoord_0 : TEXCOORD0; +}; + +struct VS_OUTPUT +{ + float4 vProjPos : POSITION; + float2 vTexCoord_0 : TEXCOORD0; +}; + +// Entry point +VS_OUTPUT main( const VS_INPUT In ) +{ + VS_OUTPUT Out; + float4 _var0 = float4( In.vPos.x, In.vPos.y, In.vPos.z, 1.000000 ); + Out.vProjPos = _var0; + Out.vTexCoord_0 = In.vTexCoord_0; + return Out; +} \ No newline at end of file diff --git a/mp/game/momentum/shadereditorui/shader_src/gauss_blur_7_half_aceil_y_ps30.fxc b/mp/game/momentum/shadereditorui/shader_src/gauss_blur_7_half_aceil_y_ps30.fxc new file mode 100644 index 0000000000..37faf10f6a --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/gauss_blur_7_half_aceil_y_ps30.fxc @@ -0,0 +1,70 @@ +// ******************************** +// ** auto generated pixelshader ** +// ******************************** + + +// Includes +#include "common_ps_fxc.h" +#include "common_vertexlitgeneric_dx9.h" +#include "common_lightmappedgeneric_fxc.h" +#include "common_flashlight_fxc.h" +#include "common_parallax.h" + + +// Samplers +sampler _Sampler_00 : register( s0 ); + +// Constants +const float2 _g_TexelSize : register( c16 ); + +// Arrays +static const float g_cArray_305[7] = +{ + float( 0.167839f ), + float( 0.684901f ), + float( 1.592437f ), + float( 2.109639f ), + float( 1.592437f ), + float( 0.684901f ), + float( 0.167839f ), +}; + +// Semantic structures +struct PS_INPUT +{ + float2 vTexCoord_0 : TEXCOORD0; +}; + +struct PS_OUTPUT +{ + float4 vColor_0 : COLOR0; +}; + +// Entry point +PS_OUTPUT main( const PS_INPUT In ) +{ + PS_OUTPUT Out; + float4 _var0 = float4( 0.000000, 0.000000, 0.000000, 0.000000 ); + float2 _var1 = float2( 0.000000, 4.000000 ) * _g_TexelSize; + float2 _var2 = float2( 0.000000, 1.000000 ) * _g_TexelSize; + float _var3 = float( 0.000000 ); + _var1 = In.vTexCoord_0 - _var1; + for ( int _var4 = 0; _var4 < 7; _var4++ ) + { + _var1 = _var1 + _var2; + float4 _texLookup_16 = tex2D( _Sampler_00, _var1 ); + float4 _var5 = _texLookup_16.rgba; + float _var6 = _texLookup_16.a; + _var5 = _var5 * g_cArray_305[_var4]; + _var6 = ceil( _var6 ); + _var0 = _var0 + _var5; + _var3 = _var3 + _var6; + } + float3 _var7 = _var0.xyz; + float _var8 = _var0.w; + _var7 = _var7 / _var3; + _var8 = _var8 / float( 7.000000 ); + float4 _var9 = float4( _var7, _var8 ); + Out.vColor_0 = _var9; + return Out; +} \ No newline at end of file diff --git a/mp/game/momentum/shadereditorui/shader_src/gauss_blur_7_half_aceil_y_vs30.fxc b/mp/game/momentum/shadereditorui/shader_src/gauss_blur_7_half_aceil_y_vs30.fxc new file mode 100644 index 0000000000..9c0734a8f7 --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/gauss_blur_7_half_aceil_y_vs30.fxc @@ -0,0 +1,31 @@ +// ********************************* +// ** auto generated vertexshader ** +// ********************************* + + +// Includes +#include "common_vs_fxc.h" + + +// Semantic structures +struct VS_INPUT +{ + float3 vPos : POSITION; + float2 vTexCoord_0 : TEXCOORD0; +}; + +struct VS_OUTPUT +{ + float4 vProjPos : POSITION; + float2 vTexCoord_0 : TEXCOORD0; +}; + +// Entry point +VS_OUTPUT main( const VS_INPUT In ) +{ + VS_OUTPUT Out; + float4 _var0 = float4( In.vPos.x, In.vPos.y, In.vPos.z, 1.000000 ); + Out.vProjPos = _var0; + Out.vTexCoord_0 = In.vTexCoord_0; + return Out; +} \ No newline at end of file diff --git a/mp/game/momentum/shadereditorui/shader_src/gauss_blur_half_3_x_ps30.fxc b/mp/game/momentum/shadereditorui/shader_src/gauss_blur_half_3_x_ps30.fxc new file mode 100644 index 0000000000..4ad623d05e --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/gauss_blur_half_3_x_ps30.fxc @@ -0,0 +1,56 @@ +// ******************************** +// ** auto generated pixelshader ** +// ******************************** + + +// Includes +#include "common_ps_fxc.h" +#include "common_vertexlitgeneric_dx9.h" +#include "common_lightmappedgeneric_fxc.h" +#include "common_flashlight_fxc.h" +#include "common_parallax.h" + + +// Samplers +sampler _Sampler_00 : register( s0 ); + +// Constants +const float2 _g_TexelSize : register( c16 ); + +// Arrays +static const float g_cArray_332[3] = +{ + float( 0.196842f ), + float( 0.606316f ), + float( 0.196842f ), +}; + +// Semantic structures +struct PS_INPUT +{ + float2 vTexCoord_0 : TEXCOORD0; +}; + +struct PS_OUTPUT +{ + float4 vColor_0 : COLOR0; +}; + +// Entry point +PS_OUTPUT main( const PS_INPUT In ) +{ + PS_OUTPUT Out; + float4 _var0 = float4( 0.000000, 0.000000, 0.000000, 0.000000 ); + float2 _var1 = float2( 2.000000, 0.000000 ) * _g_TexelSize; + float2 _var2 = float2( 1.000000, 0.000000 ) * _g_TexelSize; + _var1 = In.vTexCoord_0 - _var1; + for ( int _var3 = 0; _var3 < 3; _var3++ ) + { + _var1 = _var1 + _var2; + float4 _var4 = tex2D( _Sampler_00, _var1 ).rgba; + _var4 = _var4 * g_cArray_332[_var3]; + _var0 = _var0 + _var4; + } + Out.vColor_0 = _var0; + return Out; +} \ No newline at end of file diff --git a/mp/game/momentum/shadereditorui/shader_src/gauss_blur_half_3_x_vs30.fxc b/mp/game/momentum/shadereditorui/shader_src/gauss_blur_half_3_x_vs30.fxc new file mode 100644 index 0000000000..9c0734a8f7 --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/gauss_blur_half_3_x_vs30.fxc @@ -0,0 +1,31 @@ +// ********************************* +// ** auto generated vertexshader ** +// ********************************* + + +// Includes +#include "common_vs_fxc.h" + + +// Semantic structures +struct VS_INPUT +{ + float3 vPos : POSITION; + float2 vTexCoord_0 : TEXCOORD0; +}; + +struct VS_OUTPUT +{ + float4 vProjPos : POSITION; + float2 vTexCoord_0 : TEXCOORD0; +}; + +// Entry point +VS_OUTPUT main( const VS_INPUT In ) +{ + VS_OUTPUT Out; + float4 _var0 = float4( In.vPos.x, In.vPos.y, In.vPos.z, 1.000000 ); + Out.vProjPos = _var0; + Out.vTexCoord_0 = In.vTexCoord_0; + return Out; +} \ No newline at end of file diff --git a/mp/game/momentum/shadereditorui/shader_src/gauss_blur_half_3_y_ps30.fxc b/mp/game/momentum/shadereditorui/shader_src/gauss_blur_half_3_y_ps30.fxc new file mode 100644 index 0000000000..8536cb69e9 --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/gauss_blur_half_3_y_ps30.fxc @@ -0,0 +1,56 @@ +// ******************************** +// ** auto generated pixelshader ** +// ******************************** + + +// Includes +#include "common_ps_fxc.h" +#include "common_vertexlitgeneric_dx9.h" +#include "common_lightmappedgeneric_fxc.h" +#include "common_flashlight_fxc.h" +#include "common_parallax.h" + + +// Samplers +sampler _Sampler_00 : register( s0 ); + +// Constants +const float2 _g_TexelSize : register( c16 ); + +// Arrays +static const float g_cArray_351[3] = +{ + float( 0.196842f ), + float( 0.606316f ), + float( 0.196842f ), +}; + +// Semantic structures +struct PS_INPUT +{ + float2 vTexCoord_0 : TEXCOORD0; +}; + +struct PS_OUTPUT +{ + float4 vColor_0 : COLOR0; +}; + +// Entry point +PS_OUTPUT main( const PS_INPUT In ) +{ + PS_OUTPUT Out; + float4 _var0 = float4( 0.000000, 0.000000, 0.000000, 0.000000 ); + float2 _var1 = float2( 0.000000, 2.000000 ) * _g_TexelSize; + float2 _var2 = float2( 0.000000, 1.000000 ) * _g_TexelSize; + _var1 = In.vTexCoord_0 - _var1; + for ( int _var3 = 0; _var3 < 3; _var3++ ) + { + _var1 = _var1 + _var2; + float4 _var4 = tex2D( _Sampler_00, _var1 ).rgba; + _var4 = _var4 * g_cArray_351[_var3]; + _var0 = _var0 + _var4; + } + Out.vColor_0 = _var0; + return Out; +} \ No newline at end of file diff --git a/mp/game/momentum/shadereditorui/shader_src/gauss_blur_half_3_y_vs30.fxc b/mp/game/momentum/shadereditorui/shader_src/gauss_blur_half_3_y_vs30.fxc new file mode 100644 index 0000000000..9c0734a8f7 --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/gauss_blur_half_3_y_vs30.fxc @@ -0,0 +1,31 @@ +// ********************************* +// ** auto generated vertexshader ** +// ********************************* + + +// Includes +#include "common_vs_fxc.h" + + +// Semantic structures +struct VS_INPUT +{ + float3 vPos : POSITION; + float2 vTexCoord_0 : TEXCOORD0; +}; + +struct VS_OUTPUT +{ + float4 vProjPos : POSITION; + float2 vTexCoord_0 : TEXCOORD0; +}; + +// Entry point +VS_OUTPUT main( const VS_INPUT In ) +{ + VS_OUTPUT Out; + float4 _var0 = float4( In.vPos.x, In.vPos.y, In.vPos.z, 1.000000 ); + Out.vProjPos = _var0; + Out.vTexCoord_0 = In.vTexCoord_0; + return Out; +} \ No newline at end of file diff --git a/mp/game/momentum/shadereditorui/shader_src/intrinsic.h b/mp/game/momentum/shadereditorui/shader_src/intrinsic.h new file mode 100644 index 0000000000..bb9ad3069e --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/intrinsic.h @@ -0,0 +1,260 @@ +// Absolute value (per component). +auto abs( multi x ); + +// Returns the arccosine of each component of x. +auto acos( multi x ); + +// Test if all components of x are nonzero. +auto all( multi x ); + +// Test if any component of x is nonzero. +auto any( multi x ); + +// Returns the arcsine of each component of x. +auto asin( multi x ); + +// Returns the arctangent of x. +auto atan( multi x ); + +// Returns the arctangent of of two values (x,y). +auto atan2( multi x, auto y ); + +// Returns the smallest integer which is greater than or equal to x. +auto ceil( multi x ); + +// Clamps x to the range [min, max]. +auto clamp( multi x, auto min, auto max ); + +// Discards the current pixel, if any component of x is less than zero. +auto clip( multi x ); + +// Returns the cosine of x. +auto cos( multi x ); + +// Returns the hyperbolic cosine of x. +auto cosh( multi x ); + +// Returns the cross product of two 3D vectors. +float3 cross( float3 x, float3 y ); + +// Swizzles and scales components of the 4D vector xto compensate for the lack of UBYTE4 support in some hardware. +int4 D3DCOLORtoUBYTE4( float4 x ); + +// Returns the partial derivative of x with respect to the screen-space x-coordinate. +auto ddx( multi x ); + +// Returns the partial derivative of x with respect to the screen-space y-coordinate. +auto ddy( multi x ); + +// Converts x from radians to degrees. +auto degrees( multi x ); + +// Returns the determinant of the square matrix m. +float determinant( matrix m ); + +// Returns the distance between two points. +float distance( vector x, vector y ); + +// Returns the dot product of two vectors. +float dot( vector x, vector y ); + +// Returns the base-e exponent. +auto exp( multi x ); + +// Base 2 exponent (per component). +auto exp2( multi x ); + +// Returns -n * sign(dot(i, ng)). +auto faceforward( vector n, auto i, auto ng ); + +// Returns the greatest integer which is less than or equal to x. +auto floor( multi x ); + +// Returns the floating point remainder of x/y. +auto fmod( multi x, auto y ); + +// Returns the fractional part of x. +auto frac( multi x ); + +// Returns the mantissa and exponent of x. +auto frexp( multi x, auto exp ); + +// Returns abs(ddx(x)) + abs(ddy(x)) +auto fwidth( multi x ); + +// Returns true if x is finite, false otherwise. +bool isfinite( multi x ); + +// Returns true if x is +INF or -INF, false otherwise. +bool isinf( multi x ); + +// Returns true if x is NAN or QNAN, false otherwise. +bool isnan( multi x ); + +// Returns x * 2exp +auto ldexp( multi x, auto exp ); + +// Returns the length of the vector v. +float length( vector x ); + +// Returns x + s(y - x). +auto lerp( multi x, auto y, auto s ); + +// Returns a lighting vector (ambient, diffuse, specular, 1) +float4 lit( float n_dot_l, float n_dot_h, float m ); + +// Returns the base-e logarithm of x. +auto log( multi x ); + +// Returns the base-10 logarithm of x. +auto log10( multi x ); + +// Returns the base-2 logarithm of x. +auto log2( multi x ); + +// Selects the greater of x and y. +auto max( multi x, auto y ); + +// Selects the lesser of x and y. +auto min( multi x, auto y ); + +// Splits the value x into fractional and integer parts. +auto modf( multi x, out auto ip ); + +// Performs matrix multiplication using x and y. +multi mul( multi x, multi y ); + +// Generates a random value using the Perlin-noise algorithm. +float noise( vector x ); + +// Returns a normalized vector. +auto normalize( vector x ); + +// Returns x^y +auto pow( multi x, auto y ); + +// Converts x from degrees to radians. +auto radians( multi x ); + +// Returns a reflection vector. +auto reflect( vector i, auto n ); + +// Returns the refraction vector. +auto refract( vector i, auto n, float index ); + +// Rounds x to the nearest integer. +auto round( multi x ); + +// Returns 1 / sqrt(x) +auto rsqrt( multi x ); + +// Clamps x to the range [0, 1] +auto saturate( multi x ); + +// Computes the sign of x. +auto sign( multi x ); + +// Returns the sine of x +auto sin( multi x ); + +// Returns the sine and cosine of x. +void sincos( multi x, out auto s, out auto c ); + +// Returns the hyperbolic sine of x +auto sinh( multi x ); + +// Returns a smooth Hermite interpolation between 0 and 1. +auto smoothstep( auto min, auto max, multi x ); + +// Square root (per component) +auto sqrt( multi x ); + +// Returns (x >= y) ? 1 : 0 +auto step( multi y, auto x ); + +// Returns the tangent of x +auto tan( multi x ); + +// Returns the hyperbolic tangent of x +auto tanh( multi x ); + +// Returns the transpose of the matrix m. +matrix transpose( matrix x ); + +// Truncates floating-point value(s) to integer value(s) +auto trunc( multi x ); + +// 1D texture lookup. +float4 tex1D( sampler s, float t ); + +// 1D texture lookup. +float4 tex1D( sampler s, float t, float ddx, float ddy ); + +// 1D texture lookup with bias. +float4 tex1Dbias( sampler s, float4 t ); + +// 1D texture lookup with a gradient. +float4 tex1Dgrad( sampler s, float t, float ddx, float ddy ); + +// 1D texture lookup with LOD. +float4 tex1Dlod( sampler s, float4 t ); + +// 1D texture lookup with projective divide. +float4 tex1Dproj( sampler s, float4 t ); + + +// 2D texture lookup. +float4 tex2D( sampler s, float2 t ); + +// 2D texture lookup. +float4 tex2D( sampler s, float2 t, float2 ddx, float2 ddy ); + +// 2D texture lookup with bias. +float4 tex2Dbias( sampler s, float4 t ); + +// 2D texture lookup with a gradient. +float4 tex2Dgrad( sampler s, float2 t, float2 ddx, float2 ddy ); + +// 2D texture lookup with LOD. +float4 tex2Dlod( sampler s, float4 t ); + +// 2D texture lookup with projective divide. +float4 tex2Dproj( sampler s, float4 t ); + + +// 3D texture lookup. +float4 tex3D( sampler s, float3 t ); + +// 3D texture lookup. +float4 tex3D( sampler s, float3 t, float3 ddx, float3 ddy ); + +// 3D texture lookup with bias. +float4 tex3Dbias( sampler s, float4 t ); + +// 3D texture lookup with a gradient. +float4 tex3Dgrad( sampler s, float3 t, float3 ddx, float3 ddy ); + +// 3D texture lookup with LOD. +float4 tex3Dlod( sampler s, float4 t ); + +// 3D texture lookup with projective divide. +float4 tex3Dproj( sampler s, float4 t ); + + +// Cube texture lookup. +float4 texCUBE( sampler s, float3 t ); + +// Cube texture lookup. +float4 texCUBE( sampler s, float3 t, float3 ddx, float3 ddy ); + +// Cube texture lookup with bias. +float4 texCUBEbias( sampler s, float4 t ); + +// Cube texture lookup with a gradient. +float4 texCUBEgrad( sampler s, float3 t, float3 ddx, float3 ddy ); + +// Cube texture lookup with LOD. +float4 texCUBElod( sampler s, float4 t ); + +// Cube texture lookup with projective divide. +float4 texCUBEproj( sampler s, float4 t ); \ No newline at end of file diff --git a/mp/game/momentum/shadereditorui/shader_src/lightmap_blend_bump_detail_ps30.fxc b/mp/game/momentum/shadereditorui/shader_src/lightmap_blend_bump_detail_ps30.fxc new file mode 100644 index 0000000000..668eecbde9 --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/lightmap_blend_bump_detail_ps30.fxc @@ -0,0 +1,188 @@ +// ******************************** +// ** auto generated pixelshader ** +// ******************************** + +// Combos +// DYNAMIC: "PIXELFOGTYPE" "0..1" +// DYNAMIC: "FLASHLIGHT" "0..1" +// DYNAMIC: "FLASHLIGHTDEPTHFILTERMODE" "0..2" +// DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" +// DYNAMIC: "WRITEWATERFOGTODESTALPHA" "0..1" + +// Includes +#include "common_ps_fxc.h" +#include "common_vertexlitgeneric_dx9.h" +#include "common_lightmappedgeneric_fxc.h" +#include "common_flashlight_fxc.h" +#include "common_parallax.h" + + +// Samplers +sampler _Sampler_00 : register( s0 ); +sampler _Sampler_01 : register( s1 ); +sampler _Sampler_02 : register( s2 ); +sampler _Sampler_03 : register( s3 ); +sampler _Sampler_04 : register( s4 ); +sampler _Sampler_05 : register( s5 ); +sampler _Sampler_06 : register( s6 ); +sampler _Sampler_07 : register( s7 ); +sampler _Sampler_08 : register( s8 ); +sampler _Sampler_09 : register( s9 ); +sampler _Sampler_10 : register( s10 ); +sampler _gSampler_Flashlight_Cookie : register( s11 ); +sampler _gSampler_Flashlight_Depth : register( s12 ); +sampler _gSampler_Flashlight_Random : register( s13 ); + +// Constants +const float4x4 g_cFlashlightWorldToTexture : register( c12 ); +const float2 g_cData_base_detail_0_smoothing : register( c16 ); // Static +const float2 g_cData_base_detail_1_smoothing : register( c17 ); // Static +const float3 _g_VecOrig : register( c18 ); +const float4 _g_FogParams : register( c19 ); +const float4 g_cFlashlightAttenuationFactors : register( c8 ); +const float4 g_cFlashlightPos : register( c9 ); +const float4 g_cShadowTweaks : register( c7 ); + +// Semantic structures +struct PS_INPUT +{ + float4 vTexCoord_0 : TEXCOORD0; + float4 vTexCoord_1 : TEXCOORD1; + float3 vTexCoord_2 : TEXCOORD2; + float3 vTexCoord_3 : TEXCOORD3; + float4 vTexCoord_4 : TEXCOORD4; + float3 vTexCoord_5 : TEXCOORD5; + float3 vTexCoord_6 : TEXCOORD6; + float2 vTexCoord_7 : TEXCOORD7; + float4 vColor_0 : COLOR0; + float4 vColor_1 : COLOR1; +}; + +struct PS_OUTPUT +{ + float4 vColor_0 : COLOR0; +}; + +// Entry point +PS_OUTPUT main( const PS_INPUT In ) +{ + PS_OUTPUT Out; + float3 _var0 = float3( 0.000000, 0.000000, 0.000000 ); + float2 _var1 = In.vTexCoord_0.xy; + float2 _var2 = In.vTexCoord_4.zw; + float _var3 = In.vColor_1.w; + float2 _var4 = In.vTexCoord_0.zw; + float2 _var5 = In.vTexCoord_4.xy; + float _var6 = g_cData_base_detail_0_smoothing.x; + float _var7 = g_cData_base_detail_0_smoothing.y; + float2 _var8 = In.vTexCoord_7.xy; + float _var9 = g_cData_base_detail_1_smoothing.x; + float _var10 = g_cData_base_detail_1_smoothing.y; + float3 _var11 = float3( 0.000000, 0.000000, 0.000000 ); + float _var12 = _g_VecOrig.z; + float _var13 = In.vTexCoord_3.z; + float _var14 = In.vColor_0.z; + float4 _texLookup_48 = tex2D( _Sampler_00, _var1 ); + float3 _var15 = _texLookup_48.rgb; + float _var16 = _texLookup_48.b; + float3 _var17 = tex2D( _Sampler_01, _var2 ).rgb; + float4 _texLookup_51 = tex2D( _Sampler_02, _var1 ); + float3 _var18 = _texLookup_51.rgb; + float _var19 = _texLookup_51.b; + float3 _var20 = tex2D( _Sampler_03, _var2 ).rgb; + float4 _texLookup_54 = tex2D( _Sampler_04, _var4 ); + float _var21 = _texLookup_54.r; + float _var22 = _texLookup_54.g; + float3 _var23 = tex2D( _Sampler_05, _var1 ).rgb; + float3 _var24 = tex2D( _Sampler_06, _var8 ).rgb; + float4 _texLookup_58 = tex2D( _Sampler_07, _var1 ); + float3 _var25 = _texLookup_58.rgb; + float _var26 = _texLookup_58.g; + float3 _var27 = tex2D( _Sampler_08, _var8 ).rgb; + _var12 = CalcPixelFogFactor( PIXELFOGTYPE, _g_FogParams, _var12, _var13, _var14 ); + float2 _var28 = _var15.xy; + float2 _var29 = _var17.xy; + float2 _var30 = _var18.xy; + float2 _var31 = _var20.xy; + _var21 = min( _var3, _var21 ); + _var22 = max( _var3, _var22 ); + _var24 = smoothstep( _var6, _var7, _var24 ); + _var27 = smoothstep( _var9, _var10, _var27 ); + _var29 = _var29 - float( 0.500000 ); + _var31 = _var31 - float( 0.500000 ); + _var21 = lerp( _var21, _var22, _var3 ); + _var23 = _var23 * _var24; + _var25 = _var25 * _var27; + _var28 = _var28 + _var29; + _var30 = _var30 + _var31; + _var21 = smoothstep( float( 0.400000 ), float( 0.600000 ), _var21 ); + _var28 = saturate( _var28 ); + _var30 = saturate( _var30 ); + _var23 = lerp( _var23, _var25, _var21 ); + _var26 = _var26 * _var21; + float3 _var32 = float3( _var28, _var16 ); + float3 _var33 = float3( _var30, _var19 ); + _var32 = lerp( _var32, _var33, _var21 ); + _var32 = _var32 * float( 2.000000 ); + _var32 = _var32 - float( 1.000000 ); +#if ( FLASHLIGHT == 0 ) + float2 _var34 = In.vTexCoord_1.xy; + float _var35 = dot( _var32, bumpBasis[0] ); + float _var36 = dot( _var32, bumpBasis[1] ); + float _var37 = dot( _var32, bumpBasis[2] ); + float2 _var38 = In.vTexCoord_1.zw; + float3 _var39 = tex2D( _Sampler_09, _var5 ).rgb; + float3 _var40 = In.vTexCoord_3 - _g_VecOrig; + float3 _var41 = lerp( _var32, In.vTexCoord_2, float( 0.900000 ) ); + float3 _var42 = tex2D( _Sampler_09, _var34 ).rgb; + float2 _var43 = float2( _var35, _var36 ); + float3 _var44 = tex2D( _Sampler_09, _var38 ).rgb; + _var40 = reflect( _var40, _var41 ); + float3 _var45 = float3( _var43, _var37 ); + float3 _var46 = texCUBE( _Sampler_10, _var40 ).rgb; + _var45 = saturate( _var45 ); + _var46 = _var46 * float( 0.040000 ); + _var45 = _var45 * _var45; + _var46 = _var46 * ENV_MAP_SCALE; + float _var47 = _var45.x; + float _var48 = _var45.y; + float _var49 = _var45.z; + float _var50 = dot( float3( float( 1.000000 ), float( 1.000000 ), float( 1.000000 ) ), _var45 ); + _var11 = _var46; + _var42 = _var42 * _var47; + _var44 = _var44 * _var48; + _var39 = _var39 * _var49; + _var50 = LIGHT_MAP_SCALE / _var50; + _var42 = _var42 + _var44; + _var42 = _var42 + _var39; + _var42 = _var42 * _var50; + _var0 = _var42; +#endif +#if ( FLASHLIGHT == 1 ) + float3x3 _var51 = { In.vTexCoord_5, + In.vTexCoord_6, + In.vTexCoord_2 }; + float4 _var52 = mul( float4(In.vTexCoord_3.xyz,1), g_cFlashlightWorldToTexture ); + float2 _var53 = In.vColor_0.xy; + float _var54 = In.vColor_0.w; + float3 _var55 = mul( _var32, _var51 ); + _var53 = _var53 / _var54; + _var55 = normalize( _var55 ); + _var53 = _var53 * float( 0.500000 ); + _var53 = _var53 + float( 0.500000 ); + _var55 = DoFlashlight( g_cFlashlightPos.xyz, In.vTexCoord_3, _var52, _var55, + g_cFlashlightAttenuationFactors.xyz, g_cFlashlightAttenuationFactors.w, + _gSampler_Flashlight_Cookie, _gSampler_Flashlight_Depth, _gSampler_Flashlight_Random, + FLASHLIGHTDEPTHFILTERMODE, FLASHLIGHTSHADOWS, true, + _var53, false, g_cShadowTweaks ); + _var0 = _var55; +#endif + _var0 = _var0; + _var11 = _var11 * _var26; + _var0 = _var0 * _var23; + _var0 = _var0 + _var11; + float4 _var56 = float4( _var0.x, _var0.y, _var0.z, 1.000000 ); + _var56 = FinalOutput( _var56, _var12, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, true, _var14 ); + Out.vColor_0 = _var56; + return Out; +} \ No newline at end of file diff --git a/mp/game/momentum/shadereditorui/shader_src/lightmap_blend_bump_detail_vs30.fxc b/mp/game/momentum/shadereditorui/shader_src/lightmap_blend_bump_detail_vs30.fxc new file mode 100644 index 0000000000..692e25f5e9 --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/lightmap_blend_bump_detail_vs30.fxc @@ -0,0 +1,82 @@ +// ********************************* +// ** auto generated vertexshader ** +// ********************************* + + +// Includes +#include "common_vs_fxc.h" + + +// Semantic structures +struct VS_INPUT +{ + float3 vPos : POSITION; + float3 vNormal : NORMAL; + float3 vTangent_S : TANGENT; + float3 vTangent_T : BINORMAL; + float2 vTexCoord_0 : TEXCOORD0; + float2 vTexCoord_1 : TEXCOORD1; + float2 vTexCoord_2 : TEXCOORD2; + float4 vColor_0 : COLOR0; +}; + +struct VS_OUTPUT +{ + float4 vProjPos : POSITION; + float4 vTexCoord_0 : TEXCOORD0; + float4 vTexCoord_1 : TEXCOORD1; + float3 vTexCoord_2 : TEXCOORD2; + float3 vTexCoord_3 : TEXCOORD3; + float4 vTexCoord_4 : TEXCOORD4; + float3 vTexCoord_5 : TEXCOORD5; + float3 vTexCoord_6 : TEXCOORD6; + float2 vTexCoord_7 : TEXCOORD7; + float4 vColor_0 : COLOR0; + float4 vColor_1 : COLOR1; +}; + +// Entry point +VS_OUTPUT main( const VS_INPUT In ) +{ + VS_OUTPUT Out; + float3 _var0 = mul( float4(In.vPos.xyz,1), cModel[0] ); + float2 _var1 = In.vTexCoord_0 * float( 1.000000 ); + float2 _var2 = In.vTexCoord_0 * float( 0.120000 ); + float2 _var3 = In.vTexCoord_1 + In.vTexCoord_2; + float3 _var4 = mul( float4(In.vNormal.xyz,1), cModel[0] ); + float2 _var5 = In.vTexCoord_0 * float2( 5.000000, 5.000000 ); + float3 _var6 = mul( float4(In.vTangent_S.xyz,1), cModel[0] ); + float3 _var7 = mul( float4(In.vTangent_T.xyz,1), cModel[0] ); + float2 _var8; + { + float2 center_def = float2( 0.5f, 0.5f ); + float2 trans_def = float2( 0.0f, 0.0f ); + float fs = sin( float( 45.000000 ) ); + float fc = cos( float( 45.000000 ) ); + float4 row_0 = float4( fc * float2( 4.000000, 4.000000 ).x, -fs * float2( 4.000000, 4.000000 ).x, 0, ( -center_def.x * fc + center_def.y * fs ) * float2( 4.000000, 4.000000 ).x + center_def.x + trans_def.x ); + float4 row_1 = float4( fs * float2( 4.000000, 4.000000 ).y, fc * float2( 4.000000, 4.000000 ).y, 0, ( -center_def.x * fs - center_def.y * fc ) * float2( 4.000000, 4.000000 ).y + center_def.y + trans_def.y ); + _var8.x = dot( float4( In.vTexCoord_0, 0, 1 ), row_0 ); + _var8.y = dot( float4( In.vTexCoord_0, 0, 1 ), row_1 ); + } + float4 _var9 = mul( float4(_var0.xyz,1), cViewProj ); + float4 _var10 = float4( _var1, _var2 ); + float2 _var11 = _var3 + In.vTexCoord_2; + _var4 = normalize( _var4 ); + _var6 = normalize( _var6 ); + _var7 = normalize( _var7 ); + float4 _var12 = float4( _var3, _var11 ); + float2 _var13 = _var11 + In.vTexCoord_2; + float4 _var14 = float4( _var13, _var5 ); + Out.vProjPos = _var9; + Out.vTexCoord_0 = _var10; + Out.vTexCoord_1 = _var12; + Out.vTexCoord_2 = _var4; + Out.vTexCoord_3 = _var0; + Out.vTexCoord_4 = _var14; + Out.vTexCoord_5 = _var6; + Out.vTexCoord_6 = _var7; + Out.vTexCoord_7 = _var8; + Out.vColor_0 = _var9; + Out.vColor_1 = In.vColor_0; + return Out; +} \ No newline at end of file diff --git a/mp/game/momentum/shadereditorui/shader_src/lightmap_parallax_ps30.fxc b/mp/game/momentum/shadereditorui/shader_src/lightmap_parallax_ps30.fxc new file mode 100644 index 0000000000..e750404ab7 --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/lightmap_parallax_ps30.fxc @@ -0,0 +1,179 @@ +// ******************************** +// ** auto generated pixelshader ** +// ******************************** + +// Combos +// DYNAMIC: "FLASHLIGHT" "0..1" +// DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" +// DYNAMIC: "FLASHLIGHTDEPTHFILTERMODE" "0..2" +// DYNAMIC: "PIXELFOGTYPE" "0..1" +// DYNAMIC: "WRITEWATERFOGTODESTALPHA" "0..1" + +// Includes +#include "common_ps_fxc.h" +#include "common_vertexlitgeneric_dx9.h" +#include "common_lightmappedgeneric_fxc.h" +#include "common_flashlight_fxc.h" +#include "common_parallax.h" + + +// Samplers +sampler _Sampler_00 : register( s0 ); +sampler _Sampler_01 : register( s1 ); +sampler _Sampler_02 : register( s2 ); +sampler _Sampler_03 : register( s3 ); +sampler _gSampler_Flashlight_Cookie : register( s4 ); +sampler _gSampler_Flashlight_Depth : register( s5 ); +sampler _gSampler_Flashlight_Random : register( s6 ); + +// Constants +const float3 _g_VecOrig : register( c16 ); +const float g_cData_parallax_geo_height : register( c17 ); // Static +const float4x4 g_cFlashlightWorldToTexture : register( c12 ); +const float4x4 g_cCMatrix_ViewProj : register( c18 ); +const float4 g_cFlashlightAttenuationFactors : register( c8 ); +const float4 g_cFlashlightPos : register( c9 ); +const float4 g_cShadowTweaks : register( c7 ); +const float4 _g_FogParams : register( c22 ); + +// Semantic structures +struct PS_INPUT +{ + float2 vTexCoord_0 : TEXCOORD0; + float4 vTexCoord_1 : TEXCOORD1; + float3 vTexCoord_2 : TEXCOORD2; + float3 vTexCoord_3 : TEXCOORD3; + float2 vTexCoord_4 : TEXCOORD4; + float3 vTexCoord_5 : TEXCOORD5; + float3 vTexCoord_6 : TEXCOORD6; +}; + +struct PS_OUTPUT +{ + float4 vColor_0 : COLOR0; + float vDepth : DEPTH; +}; + +// Entry point +PS_OUTPUT main( const PS_INPUT In ) +{ + PS_OUTPUT Out; + float3 _var0 = float3( 0.000000, 0.000000, 0.000000 ); + float2 _var1 = float2( 0.000000, 0.000000 ); + float3x3 _var2 = { In.vTexCoord_5, + In.vTexCoord_6, + In.vTexCoord_2 }; + float3 _var3 = In.vTexCoord_3 - _g_VecOrig; + float3 _var4 = _g_VecOrig - In.vTexCoord_3; + float3 _var5 = float3( 0.000000, 0.000000, 0.000000 ); + float _var6 = _g_VecOrig.z; + _var3 = mul( _var2, _var3 ); +#if ( FLASHLIGHT == 0 ) + float3 _var8 = (float3)0; + float2 _var7 = CalcParallaxUV_Relief( In.vTexCoord_0, _var3, g_cData_parallax_geo_height, In.vTexCoord_2, _var4, + _Sampler_00, 10, 30, 5, In.vTexCoord_3, + _var8, true, true ); + _var5 = _var8; + _var1 = _var7; +#endif +#if ( FLASHLIGHT == 1 ) + float3 _var10 = (float3)0; + float2 _var9 = CalcParallaxUV_Relief( In.vTexCoord_0, _var3, g_cData_parallax_geo_height, In.vTexCoord_2, _var4, + _Sampler_00, 8, 15, 5, In.vTexCoord_3, + _var10, false, true ); + _var10 = _var10 * float( 0.900000 ); + _var1 = _var9; + _var5 = _var10; +#endif + _var1 = _var1; + _var5 = _var5; + float3 _var11 = tex2D( _Sampler_01, _var1 ).rgb; + float _var12 = _var5.x; + float _var13 = _var5.y; + float _var14 = _var5.z; + float3 _var15 = tex2D( _Sampler_02, _var1 ).rgb; + _var11 = _var11 * float( 2.000000 ); + float3 _var16 = _var12 * In.vTexCoord_5; + float3 _var17 = _var13 * In.vTexCoord_6; + float _var18 = _var14 * g_cData_parallax_geo_height; + float _var19 = 1.0f - _var14; + _var11 = _var11 - float( 1.000000 ); + _var16 = _var16 + _var17; + float3 _var20 = _var18 * In.vTexCoord_2; + _var19 = _var19 * _var19; +#if ( FLASHLIGHT == 0 ) + float2 _var21 = In.vTexCoord_1.xy; + float _var22 = dot( _var11, bumpBasis[0] ); + float _var23 = dot( _var11, bumpBasis[1] ); + float _var24 = dot( _var11, bumpBasis[2] ); + float2 _var25 = In.vTexCoord_1.zw; + float3 _var26 = tex2D( _Sampler_03, In.vTexCoord_4 ).rgb; + float3 _var27 = tex2D( _Sampler_03, _var21 ).rgb; + _var22 = saturate( _var22 ); + _var23 = saturate( _var23 ); + _var24 = saturate( _var24 ); + float3 _var28 = tex2D( _Sampler_03, _var25 ).rgb; + float2 _var29 = float2( _var22, _var23 ); + float3 _var30 = float3( _var29, _var24 ); + _var30 = _var30 * _var30; + float _var31 = _var30.x; + float _var32 = _var30.y; + float _var33 = _var30.z; + float _var34 = dot( float3( float( 1.000000 ), float( 1.000000 ), float( 1.000000 ) ), _var30 ); + _var27 = _var27 * _var31; + _var28 = _var28 * _var32; + _var26 = _var26 * _var33; + _var34 = LIGHT_MAP_SCALE / _var34; + _var27 = _var27 + _var28; + _var27 = _var27 + _var26; + _var27 = _var27 * _var34; + _var0 = _var27; +#endif + _var16 = _var16 + _var20; + _var15 = _var15 * _var19; + _var16 = In.vTexCoord_3 - _var16; + float4 _var35 = mul( float4(_var16.xyz,1), g_cCMatrix_ViewProj ); + float _var36 = _var16.z; +#if ( FLASHLIGHT == 1 ) + float3 _var37 = mul( _var11, _var2 ); + float4 _var38 = mul( float4(_var16.xyz,1), g_cFlashlightWorldToTexture ); + float2 _var39 = _var35.xy; + float _var40 = _var35.w; + _var37 = normalize( _var37 ); + _var39 = _var39 / _var40; + _var39 = _var39 * float( 0.500000 ); + _var39 = _var39 + float( 0.500000 ); + _var37 = DoFlashlight( g_cFlashlightPos.xyz, _var16, _var38, _var37, + g_cFlashlightAttenuationFactors.xyz, g_cFlashlightAttenuationFactors.w, + _gSampler_Flashlight_Cookie, _gSampler_Flashlight_Depth, _gSampler_Flashlight_Random, + FLASHLIGHTDEPTHFILTERMODE, FLASHLIGHTSHADOWS, true, + _var39, false, g_cShadowTweaks ); + float3 _var41 = _var37; +#if ( FLASHLIGHTSHADOWS == 1 ) + float _var42 = dot( float3( float( 1.000000 ), float( 1.000000 ), float( 1.000000 ) ), _var37 ); + if ( _var42 > float( 0.010000 ) ) + { + float3 _var43 = _var16 - float3( g_cFlashlightPos.xyz ); + _var43 = mul( _var2, _var43 ); + _var43 = normalize( _var43 ); + float _var44 = CalcParallaxedShadows_OneLight( In.vTexCoord_0, _var1, _var43, + In.vTexCoord_3, g_cData_parallax_geo_height, float( 1.000000 ), _Sampler_00 ); + _var41 = _var41 * _var44; + } +#endif + _var0 = _var41; +#endif + _var0 = _var0; + float _var45 = _var35.z; + float _var46 = _var35.z; + float _var47 = _var35.w; + _var0 = _var0 * _var15; + _var6 = CalcPixelFogFactor( PIXELFOGTYPE, _g_FogParams, _var6, _var36, _var45 ); + _var46 = _var46 / _var47; + float4 _var48 = float4( _var0.x, _var0.y, _var0.z, 1.000000 ); + _var46 = saturate( _var46 ); + _var48 = FinalOutput( _var48, _var6, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, true, _var45 ); + Out.vColor_0 = _var48; + Out.vDepth = _var46; + return Out; +} \ No newline at end of file diff --git a/mp/game/momentum/shadereditorui/shader_src/lightmap_parallax_vs30.fxc b/mp/game/momentum/shadereditorui/shader_src/lightmap_parallax_vs30.fxc new file mode 100644 index 0000000000..8bff40552d --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/lightmap_parallax_vs30.fxc @@ -0,0 +1,64 @@ +// ********************************* +// ** auto generated vertexshader ** +// ********************************* + + +// Includes +#include "common_vs_fxc.h" + + +// Constants +const float g_cData_parallax_geo_height : register( c48 ); // Static + +// Semantic structures +struct VS_INPUT +{ + float3 vPos : POSITION; + float3 vNormal : NORMAL; + float3 vTangent_S : TANGENT; + float3 vTangent_T : BINORMAL; + float2 vTexCoord_0 : TEXCOORD0; + float2 vTexCoord_1 : TEXCOORD1; + float2 vTexCoord_2 : TEXCOORD2; +}; + +struct VS_OUTPUT +{ + float4 vProjPos : POSITION; + float2 vTexCoord_0 : TEXCOORD0; + float4 vTexCoord_1 : TEXCOORD1; + float3 vTexCoord_2 : TEXCOORD2; + float3 vTexCoord_3 : TEXCOORD3; + float2 vTexCoord_4 : TEXCOORD4; + float3 vTexCoord_5 : TEXCOORD5; + float3 vTexCoord_6 : TEXCOORD6; +}; + +// Entry point +VS_OUTPUT main( const VS_INPUT In ) +{ + VS_OUTPUT Out; + float3 _var0 = mul( float4(In.vPos.xyz,1), cModel[0] ); + float3 _var1 = mul( float4(In.vNormal.xyz,1), cModel[0] ); + float2 _var2 = In.vTexCoord_1 + In.vTexCoord_2; + float3 _var3 = mul( float4(In.vTangent_S.xyz,1), cModel[0] ); + float3 _var4 = mul( float4(In.vTangent_T.xyz,1), cModel[0] ); + _var1 = normalize( _var1 ); + float2 _var5 = _var2 + In.vTexCoord_2; + _var3 = normalize( _var3 ); + _var4 = normalize( _var4 ); + float3 _var6 = _var1 * g_cData_parallax_geo_height; + float4 _var7 = float4( _var2, _var5 ); + float2 _var8 = _var5 + In.vTexCoord_2; + _var0 = _var0 + _var6; + float4 _var9 = mul( float4(_var0.xyz,1), cViewProj ); + Out.vProjPos = _var9; + Out.vTexCoord_0 = In.vTexCoord_0; + Out.vTexCoord_1 = _var7; + Out.vTexCoord_2 = _var1; + Out.vTexCoord_3 = _var0; + Out.vTexCoord_4 = _var8; + Out.vTexCoord_5 = _var3; + Out.vTexCoord_6 = _var4; + return Out; +} \ No newline at end of file diff --git a/mp/game/momentum/shadereditorui/shader_src/model_chromatic_aberration_ps30.fxc b/mp/game/momentum/shadereditorui/shader_src/model_chromatic_aberration_ps30.fxc new file mode 100644 index 0000000000..ab3789b9d1 --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/model_chromatic_aberration_ps30.fxc @@ -0,0 +1,101 @@ +// ******************************** +// ** auto generated pixelshader ** +// ******************************** + + +// Includes +#include "common_ps_fxc.h" +#include "common_vertexlitgeneric_dx9.h" +#include "common_lightmappedgeneric_fxc.h" +#include "common_flashlight_fxc.h" +#include "common_parallax.h" + + +// Samplers +sampler _Sampler_00 : register( s0 ); +sampler _Sampler_01 : register( s1 ); +sampler _Sampler_02 : register( s2 ); + +// Constants +const float4x4 g_cCMatrix_ViewProj : register( c16 ); + +// Semantic structures +struct PS_INPUT +{ + float2 vTexCoord_0 : TEXCOORD0; + float3 vTexCoord_1 : TEXCOORD1; + float3 vTexCoord_2 : TEXCOORD2; + float4 vTexCoord_3 : TEXCOORD3; + float3 vTexCoord_4 : TEXCOORD4; + float3 vTexCoord_5 : TEXCOORD5; +}; + +struct PS_OUTPUT +{ + float4 vColor_0 : COLOR0; +}; + +// Entry point +PS_OUTPUT main( const PS_INPUT In ) +{ + PS_OUTPUT Out; + float2 _var0 = In.vTexCoord_3.xy; + float _var1 = In.vTexCoord_3.w; + float3 _var2 = tex2D( _Sampler_00, In.vTexCoord_0 ).rgb; + float3x3 _var3 = { In.vTexCoord_4, + In.vTexCoord_5, + In.vTexCoord_1 }; + float3 _var4 = normalize( In.vTexCoord_2 ); + float _var5 = In.vTexCoord_3.z; + _var0 = _var0 / _var1; + _var2 = lerp( _var2, float3( 0.500000, 0.500000, 1.000000 ), float( 0.500000 ) ); + _var5 = smoothstep( float( 1.000000 ), float( 2.500000 ), _var5 ); + _var0 = _var0 * float2( 0.500000, -0.500000 ); + _var2 = _var2 * float( 2.000000 ); + _var5 = float( 0.800000 ) * _var5; + _var0 = _var0 + float( 0.500000 ); + _var2 = _var2 - float( 1.000000 ); + _var2 = mul( _var2, _var3 ); + _var2 = normalize( _var2 ); + float3 _var6 = mul( float4(_var2.xyz,1), (float3x3)g_cCMatrix_ViewProj ); + float _var7 = dot( _var2, _var4 ); + float3 _var8 = reflect( _var4, _var2 ); + float2 _var9 = _var6.xy; + float _var10 = smoothstep( float( -0.050000 ), float( -0.100000 ), _var7 ); + float _var11 = abs( _var7 ); + float _var12 = smoothstep( float( -1.000000 ), float( 0.000000 ), _var7 ); + float3 _var13 = texCUBE( _Sampler_01, _var8 ).rgb; + float _var14 = smoothstep( float( -1.000000 ), float( -0.500000 ), _var7 ); + float _var15 = smoothstep( float( 0.100000 ), float( -0.500000 ), _var7 ); + _var9 = _var9 * _var10; + _var11 = 1.0f - _var11; + float _var16 = pow( _var12, float( 2.000000 ) ); + _var13 = _var13 * ENV_MAP_SCALE; + _var14 = min( _var14, _var15 ); + float _var17 = pow( _var12, float( 20.000000 ) ); + _var9 = _var9 * float2( 1.000000, -1.000000 ); + _var11 = _var11 * float( 0.100000 ); + float3 _var18 = lerp( float( 1.000000 ), float3( 0.830000, 0.867400, 1.000000 ), _var16 ); + _var14 = _var14 * float( 0.500000 ); + _var17 = _var17 * float( 0.300000 ); + float _var19 = float( 0.005000 ) + _var11; + float _var20 = float( 0.010000 ) + _var11; + float _var21 = float( 0.015000 ) + _var11; + float2 _var22 = _var9 * _var19; + float2 _var23 = _var9 * _var20; + float2 _var24 = _var9 * _var21; + _var22 = _var0 - _var22; + _var23 = _var0 - _var23; + _var24 = _var0 - _var24; + float _var25 = tex2D( _Sampler_02, _var22 ).r; + float _var26 = tex2D( _Sampler_02, _var23 ).g; + float _var27 = tex2D( _Sampler_02, _var24 ).b; + float2 _var28 = float2( _var25, _var26 ); + float3 _var29 = float3( _var28, _var27 ); + _var29 = _var29 * _var18; + _var29 = lerp( _var29, _var13, _var14 ); + _var29 = lerp( _var29, float( 1.000000 ), _var17 ); + float4 _var30 = float4( _var29, _var5 ); + Out.vColor_0 = _var30; + return Out; +} \ No newline at end of file diff --git a/mp/game/momentum/shadereditorui/shader_src/model_chromatic_aberration_vs30.fxc b/mp/game/momentum/shadereditorui/shader_src/model_chromatic_aberration_vs30.fxc new file mode 100644 index 0000000000..46ce7c9e06 --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/model_chromatic_aberration_vs30.fxc @@ -0,0 +1,65 @@ +// ********************************* +// ** auto generated vertexshader ** +// ********************************* + +// Combos +// DYNAMIC: "COMPRESSED_VERTS" "0..1" +// DYNAMIC: "SKINNING" "0..1" + +// Includes +#include "common_vs_fxc.h" + + +// Constants +const float3 _g_VecOrig : register( c48 ); + +// Semantic structures +struct VS_INPUT +{ + float3 vPos : POSITION; + float4 vBoneWeights : BLENDWEIGHT; + float4 vBoneIndices : BLENDINDICES; + float4 vNormal : NORMAL; + float4 vTangent_S : TANGENT; + float2 vTexCoord_0 : TEXCOORD0; +}; + +struct VS_OUTPUT +{ + float4 vProjPos : POSITION; + float2 vTexCoord_0 : TEXCOORD0; + float3 vTexCoord_1 : TEXCOORD1; + float3 vTexCoord_2 : TEXCOORD2; + float4 vTexCoord_3 : TEXCOORD3; + float3 vTexCoord_4 : TEXCOORD4; + float3 vTexCoord_5 : TEXCOORD5; +}; + +// Entry point +VS_OUTPUT main( const VS_INPUT In ) +{ + VS_OUTPUT Out; + float3 _var0 = (float3)0; + float4 _var1 = (float4)0; + DecompressVertex_NormalTangent( In.vNormal, In.vTangent_S, _var0, _var1 ); + float3 _var2 = (float3)0; + float3 _var3 = (float3)0; + float3 _var4 = (float3)0; + float3 _var5 = (float3)0; + SkinPositionNormalAndTangentSpace( SKINNING, float4( In.vPos, 1 ), _var0, _var1, + In.vBoneWeights, In.vBoneIndices, + _var2, _var3, _var4, _var5 ); + float4 _var6 = mul( float4(_var2.xyz,1), cViewProj ); + _var3 = normalize( _var3 ); + float3 _var7 = _var2 - _g_VecOrig; + _var4 = normalize( _var4 ); + _var5 = normalize( _var5 ); + Out.vProjPos = _var6; + Out.vTexCoord_0 = In.vTexCoord_0; + Out.vTexCoord_1 = _var3; + Out.vTexCoord_2 = _var7; + Out.vTexCoord_3 = _var6; + Out.vTexCoord_4 = _var4; + Out.vTexCoord_5 = _var5; + return Out; +} \ No newline at end of file diff --git a/mp/game/momentum/shadereditorui/shader_src/model_cubemap_ps30.fxc b/mp/game/momentum/shadereditorui/shader_src/model_cubemap_ps30.fxc new file mode 100644 index 0000000000..1e89098d8a --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/model_cubemap_ps30.fxc @@ -0,0 +1,41 @@ +// ******************************** +// ** auto generated pixelshader ** +// ******************************** + +// Combos +// DYNAMIC: "PIXELFOGTYPE" "0..1" +// DYNAMIC: "WRITEWATERFOGTODESTALPHA" "0..1" + +// Includes +#include "common_ps_fxc.h" +#include "common_vertexlitgeneric_dx9.h" +#include "common_lightmappedgeneric_fxc.h" +#include "common_flashlight_fxc.h" +#include "common_parallax.h" + + +// Samplers +sampler _Sampler_00 : register( s0 ); + +// Semantic structures +struct PS_INPUT +{ + float3 vTexCoord_0 : TEXCOORD0; + float3 vTexCoord_1 : TEXCOORD1; +}; + +struct PS_OUTPUT +{ + float4 vColor_0 : COLOR0; +}; + +// Entry point +PS_OUTPUT main( const PS_INPUT In ) +{ + PS_OUTPUT Out; + float3 _var0 = reflect( In.vTexCoord_0, In.vTexCoord_1 ); + float4 _var1 = texCUBE( _Sampler_00, _var0 ).rgba; + _var1 = FinalOutput( _var1, float( 0.000000 ), PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, true, float( 0.000000 ) ); + Out.vColor_0 = _var1; + return Out; +} \ No newline at end of file diff --git a/mp/game/momentum/shadereditorui/shader_src/model_cubemap_vs30.fxc b/mp/game/momentum/shadereditorui/shader_src/model_cubemap_vs30.fxc new file mode 100644 index 0000000000..ba65e96cdf --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/model_cubemap_vs30.fxc @@ -0,0 +1,50 @@ +// ********************************* +// ** auto generated vertexshader ** +// ********************************* + +// Combos +// DYNAMIC: "COMPRESSED_VERTS" "0..1" +// DYNAMIC: "SKINNING" "0..1" + +// Includes +#include "common_vs_fxc.h" + + +// Constants +const float3 _g_VecOrig : register( c48 ); + +// Semantic structures +struct VS_INPUT +{ + float3 vPos : POSITION; + float4 vBoneWeights : BLENDWEIGHT; + float4 vBoneIndices : BLENDINDICES; + float4 vNormal : NORMAL; +}; + +struct VS_OUTPUT +{ + float4 vProjPos : POSITION; + float3 vTexCoord_0 : TEXCOORD0; + float3 vTexCoord_1 : TEXCOORD1; +}; + +// Entry point +VS_OUTPUT main( const VS_INPUT In ) +{ + VS_OUTPUT Out; + float3 _var0 = (float3)0; + DecompressVertex_Normal( In.vNormal, _var0 ); + float3 _var1 = (float3)0; + float3 _var2 = (float3)0; + SkinPositionAndNormal( SKINNING, float4( In.vPos, 1 ), _var0, + In.vBoneWeights, In.vBoneIndices, + _var1, _var2 ); + float4 _var3 = mul( float4(_var1.xyz,1), cViewProj ); + float3 _var4 = _var1 - _g_VecOrig; + _var4 = normalize( _var4 ); + Out.vProjPos = _var3; + Out.vTexCoord_0 = _var4; + Out.vTexCoord_1 = _var2; + return Out; +} \ No newline at end of file diff --git a/mp/game/momentum/shadereditorui/shader_src/model_litsphere_ps30.fxc b/mp/game/momentum/shadereditorui/shader_src/model_litsphere_ps30.fxc new file mode 100644 index 0000000000..6f7aa0ab0a --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/model_litsphere_ps30.fxc @@ -0,0 +1,99 @@ +// ******************************** +// ** auto generated pixelshader ** +// ******************************** + +// Includes +#include "common_ps_fxc.h" +#include "common_vertexlitgeneric_dx9.h" +#include "common_lightmappedgeneric_fxc.h" +#include "common_flashlight_fxc.h" +#include "common_parallax.h" + + +// Combos +// STATIC: "FLASHLIGHT" "0..1" +// DYNAMIC: "FLASHLIGHTDEPTHFILTERMODE" "0..2" +// DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" +// DYNAMIC: "NUM_LIGHTS" "0..4" +// DYNAMIC: "PIXELFOGTYPE" "0..1" +// DYNAMIC: "WRITEWATERFOGTODESTALPHA" "0..1" + +// Samplers +sampler _Sampler_00 : register( s0 ); +sampler _gSampler_Flashlight_Cookie : register( s1 ); +sampler _gSampler_Flashlight_Depth : register( s2 ); +sampler _gSampler_Flashlight_Random : register( s3 ); +sampler _Sampler_04 : register( s4 ); + +// Constants +const float4x3 g_cCMatrix_View : register( c16 ); +const float4 _g_FogParams : register( c19 ); +const float3 _g_VecOrig : register( c20 ); +const float4 g_cFlashlightAttenuationFactors : register( c8 ); +const float4 g_cFlashlightPos : register( c9 ); +const float4 g_cShadowTweaks : register( c7 ); +const float3 g_cAmbientCube[6] : register( c0 ); +PixelShaderLightInfo g_cLightInfo[3] : register( c6 ); + +// Arrays + +// Semantic structures +struct PS_INPUT +{ + float2 vTexCoord_0 : TEXCOORD0; + float3 vTexCoord_1 : TEXCOORD1; + float3 vTexCoord_2 : TEXCOORD2; + float4 vTexCoord_3 : TEXCOORD3; + float4 vTexCoord_4 : TEXCOORD4; + float4 vColor_0 : COLOR0; +}; + +struct PS_OUTPUT +{ + float4 vColor_0 : COLOR0; +}; + +// Entry point +PS_OUTPUT main( const PS_INPUT In ) +{ + PS_OUTPUT Out; + float4 _texLookup_12 = tex2D( _Sampler_00, In.vTexCoord_0 ); + float3 _var0 = _texLookup_12.rgb; + float _var1 = _texLookup_12.a; + float3 _var2 = float3( 0.000000, 0.000000, 0.000000 ); + float3 _var3 = mul( float4(In.vTexCoord_2.xyz,1), (float3x3)g_cCMatrix_View ); + float _var4 = _g_VecOrig.z; + float _var5 = In.vTexCoord_1.z; + float _var6 = In.vTexCoord_3.z; +#if ( FLASHLIGHT == 1 ) + float2 _var7 = In.vTexCoord_3.xy; + float _var8 = In.vTexCoord_3.w; + _var7 = _var7 / _var8; + float3 _var9 = DoFlashlight( g_cFlashlightPos.xyz, In.vTexCoord_1, In.vTexCoord_4, In.vTexCoord_2, + g_cFlashlightAttenuationFactors.xyz, g_cFlashlightAttenuationFactors.w, + _gSampler_Flashlight_Cookie, _gSampler_Flashlight_Depth, _gSampler_Flashlight_Random, + FLASHLIGHTDEPTHFILTERMODE, FLASHLIGHTSHADOWS, true, + _var7, false, g_cShadowTweaks ); + _var2 = _var9; +#endif +#if ( FLASHLIGHT == 0 ) + float3 _var10 = PixelShaderDoLighting( In.vTexCoord_1, In.vTexCoord_2, float3(0,0,0), + false, true, In.vColor_0, + g_cAmbientCube, NUM_LIGHTS, g_cLightInfo, + false, false, 1.0f ); + _var2 = _var10; +#endif + _var2 = _var2; + float2 _var11 = _var3.xy; + _var4 = CalcPixelFogFactor( PIXELFOGTYPE, _g_FogParams, _var4, _var5, _var6 ); + _var11 = _var11 * float2( 1.000000, -1.000000 ); + _var11 = _var11 * float( 0.500000 ); + _var11 = _var11 + float( 0.500000 ); + float3 _var12 = tex2D( _Sampler_04, _var11 ).rgb; + _var2 = _var2 + _var12; + _var0 = _var0 * _var2; + float4 _var13 = float4( _var0, _var1 ); + _var13 = FinalOutput( _var13, _var4, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, true, _var6 ); + Out.vColor_0 = _var13; + return Out; +} \ No newline at end of file diff --git a/mp/game/momentum/shadereditorui/shader_src/model_litsphere_vs30.fxc b/mp/game/momentum/shadereditorui/shader_src/model_litsphere_vs30.fxc new file mode 100644 index 0000000000..d4166e5ec5 --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/model_litsphere_vs30.fxc @@ -0,0 +1,71 @@ +// ********************************* +// ** auto generated vertexshader ** +// ********************************* + +// Includes +#include "common_vs_fxc.h" + + +// Combos +// DYNAMIC: "SKINNING" "0..1" +// STATIC: "FLASHLIGHT" "0..1" + +// Samplers + +// Constants +const float4x4 g_cFlashlightWorldToTexture : register( c48 ); + +// Arrays + +// Semantic structures +struct VS_INPUT +{ + float3 vPos : POSITION; + float4 vBoneWeights : BLENDWEIGHT; + float4 vBoneIndices : BLENDINDICES; + float3 vNormal : NORMAL; + float2 vTexCoord_0 : TEXCOORD0; +}; + +struct VS_OUTPUT +{ + float4 vProjPos : POSITION; + float2 vTexCoord_0 : TEXCOORD0; + float3 vTexCoord_1 : TEXCOORD1; + float3 vTexCoord_2 : TEXCOORD2; + float4 vTexCoord_3 : TEXCOORD3; + float4 vTexCoord_4 : TEXCOORD4; + float4 vTexCoord_5 : TEXCOORD5; + float4 vColor_0 : COLOR0; +}; + +// Entry point +VS_OUTPUT main( const VS_INPUT In ) +{ + VS_OUTPUT Out; + float3 _var0 = (float3)0; + float3 _var1 = (float3)0; + SkinPositionAndNormal( SKINNING, float4( In.vPos, 1 ), In.vNormal, + In.vBoneWeights, In.vBoneIndices, + _var0, _var1 ); + float4 _var2 = float4( 0.000000, 0.000000, 0.000000, 0.000000 ); + float4 _var3 = mul( float4(_var0.xyz,1), cViewProj ); +#if ( FLASHLIGHT == 1 ) + float4 _var4 = mul( float4(_var0.xyz,1), g_cFlashlightWorldToTexture ); + _var2 = _var4; +#endif + float4 _var5 = mul( float4(_var1.xyz,1), cViewProj ); + float4 _var6 = float4( GetVertexAttenForLight( _var0, 0 ), + GetVertexAttenForLight( _var0, 1 ), + GetVertexAttenForLight( _var0, 2 ), + GetVertexAttenForLight( _var0, 3 ) ); + Out.vProjPos = _var3; + Out.vTexCoord_0 = In.vTexCoord_0; + Out.vTexCoord_1 = _var0; + Out.vTexCoord_2 = _var1; + Out.vTexCoord_3 = _var3; + Out.vTexCoord_4 = _var2; + Out.vTexCoord_5 = _var5; + Out.vColor_0 = _var6; + return Out; +} \ No newline at end of file diff --git a/mp/game/momentum/shadereditorui/shader_src/model_snowy_ps30.fxc b/mp/game/momentum/shadereditorui/shader_src/model_snowy_ps30.fxc new file mode 100644 index 0000000000..deb7ecffda --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/model_snowy_ps30.fxc @@ -0,0 +1,209 @@ +// ******************************** +// ** auto generated pixelshader ** +// ******************************** + +// Combos +// DYNAMIC: "PIXELFOGTYPE" "0..1" +// STATIC: "FLASHLIGHT" "0..1" +// DYNAMIC: "FLASHLIGHTDEPTHFILTERMODE" "0..2" +// DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" +// DYNAMIC: "NUM_LIGHTS" "0..4" +// DYNAMIC: "WRITEWATERFOGTODESTALPHA" "0..1" + +// Includes +#include "common_ps_fxc.h" +#include "common_vertexlitgeneric_dx9.h" +#include "common_lightmappedgeneric_fxc.h" +#include "common_flashlight_fxc.h" +#include "common_parallax.h" + + +// Samplers +sampler _Sampler_00 : register( s0 ); +sampler _Sampler_01 : register( s1 ); +sampler _Sampler_02 : register( s2 ); +sampler _Sampler_03 : register( s3 ); +sampler _Sampler_04 : register( s4 ); +sampler _Sampler_05 : register( s5 ); +sampler _gSampler_Flashlight_Cookie : register( s6 ); +sampler _gSampler_Flashlight_Depth : register( s7 ); +sampler _gSampler_Flashlight_Random : register( s8 ); +sampler _Sampler_09 : register( s9 ); + +// Constants +const float4 _g_FogParams : register( c16 ); +const float3 _g_VecOrig : register( c17 ); +const float4 g_cFlashlightAttenuationFactors : register( c8 ); +const float4 g_cFlashlightPos : register( c9 ); +const float4 g_cShadowTweaks : register( c7 ); +const float3 g_cAmbientCube[6] : register( c0 ); +PixelShaderLightInfo g_cLightInfo[3] : register( c6 ); + +// Semantic structures +struct PS_INPUT +{ + float4 vTexCoord_0 : TEXCOORD0; + float3 vTexCoord_1 : TEXCOORD1; + float3 vTexCoord_2 : TEXCOORD2; + float4 vTexCoord_3 : TEXCOORD3; + float4 vTexCoord_4 : TEXCOORD4; + float3 vTexCoord_5 : TEXCOORD5; + float3 vTexCoord_6 : TEXCOORD6; + float3 vTexCoord_7 : TEXCOORD7; + float4 vColor_0 : COLOR0; + float4 vColor_1 : COLOR1; +}; + +struct PS_OUTPUT +{ + float4 vColor_0 : COLOR0; +}; + +// Entry point +PS_OUTPUT main( const PS_INPUT In ) +{ + PS_OUTPUT Out; + float3 _var0 = float3( 0.000000, 0.000000, 0.000000 ); + float2 _var1 = In.vTexCoord_0.xy; + float2 _var2 = In.vTexCoord_0.zw; + float _var3 = In.vColor_1.w; + float _var4 = In.vColor_1.x; + float _var5 = In.vColor_1.y; + float _var6 = In.vColor_1.z; + float _var7 = dot( In.vTexCoord_1, float3( 0.000000, 0.000000, 1.000000 ) ); + float3x3 _var8 = { In.vTexCoord_5, + In.vTexCoord_6, + In.vTexCoord_1 }; + float2 _var9 = In.vTexCoord_4.xy; + float _var10 = In.vTexCoord_4.w; + float3 _var11 = normalize( In.vTexCoord_7 ); + float3 _var12 = float3( 0.000000, 0.000000, 0.000000 ); + float _var13 = In.vTexCoord_4.z; + float _var14 = _g_VecOrig.z; + float _var15 = In.vTexCoord_2.z; + float _var16 = In.vTexCoord_4.z; + float4 _texLookup_56 = tex2D( _Sampler_00, _var1 ); + float3 _var17 = _texLookup_56.rgb; + float _var18 = _texLookup_56.a; + float3 _var19 = float3( _var2, _var3 ); + _var9 = _var9 / _var10; + float3 _var20 = _var11 * float( -1.000000 ); + float _var21 = tex2D( _Sampler_01, _var1 ).r; + float4 _texLookup_62 = tex2D( _Sampler_02, _var1 ); + float3 _var22 = _texLookup_62.rgb; + float _var23 = _texLookup_62.a; + _var13 = smoothstep( float( 50.000000 ), float( 0.000000 ), _var13 ); + _var14 = CalcPixelFogFactor( PIXELFOGTYPE, _g_FogParams, _var14, _var15, _var16 ); + float3 _var24 = _var19 * float( 0.015000 ); + float _var25 = 1.0f - _var21; + float _var26 = _var21 * float( 150.000000 ); + _var13 = _var13 * float( 0.500000 ); + float2 _var27 = _var24.zy; + float2 _var28 = _var24.xz; + float2 _var29 = _var24.xy; + _var25 = _var25 + _var26; + _var13 = _var13 + float( 0.100000 ); + float3 _var30 = tex2D( _Sampler_03, _var27 ).rgb; + float3 _var31 = tex2D( _Sampler_03, _var28 ).rgb; + float3 _var32 = tex2D( _Sampler_03, _var29 ).rgb; + float4 _var33 = tex2D( _Sampler_04, _var27 ).rgba; + float4 _var34 = tex2D( _Sampler_04, _var28 ).rgba; + float4 _var35 = tex2D( _Sampler_04, _var29 ).rgba; + float3 _var36 = _var19 * _var13; + _var30 = _var30 * _var4; + _var31 = _var31 * _var5; + _var32 = _var32 * _var6; + _var33 = _var33 * _var4; + _var34 = _var34 * _var5; + _var35 = _var35 * _var6; + float2 _var37 = _var36.zy; + float2 _var38 = _var36.xz; + float2 _var39 = _var36.xy; + _var30 = _var30 + _var31; + _var33 = _var33 + _var34; + float3 _var40 = tex2D( _Sampler_05, _var37 ).rgb; + float3 _var41 = tex2D( _Sampler_05, _var38 ).rgb; + float3 _var42 = tex2D( _Sampler_05, _var39 ).rgb; + _var30 = _var30 + _var32; + _var33 = _var33 + _var35; + _var40 = _var40 * _var4; + _var41 = _var41 * _var5; + _var42 = _var42 * _var6; + float _var43 = _var33.w; + float3 _var44 = _var33.xyz; + _var40 = _var40 + _var41; + float _var45 = pow( _var43, float( 10.000000 ) ); + float _var46 = _var43 * float( 0.500000 ); + _var44 = _var44 * float3( 0.540000, 0.570000, 0.600000 ); + _var40 = _var40 + _var42; + float _var47 = min( _var7, _var45 ); + float _var48 = max( _var7, _var45 ); + _var46 = _var46 + float( 0.500000 ); + float _var49 = _var40.x; + float3 _var50 = _var40 * float( 2.000000 ); + _var47 = lerp( _var47, _var48, _var7 ); + float3 _var51 = lerp( float3( 0.900000, 0.950000, 1.000000 ), float3( 0.500000, 0.700000, 1.000000 ), _var49 ); + _var50 = _var50 - float( 1.000000 ); + _var47 = smoothstep( float( 0.100000 ), float( 0.600000 ), _var47 ); + _var50 = normalize( _var50 ); + _var46 = min( _var47, _var46 ); + _var17 = lerp( _var17, _var30, _var46 ); + _var22 = lerp( _var22, _var44, _var46 ); + _var17 = _var17 * float( 2.000000 ); + _var17 = _var17 - float( 1.000000 ); + _var17 = mul( _var17, _var8 ); + _var17 = normalize( _var17 ); + float _var52 = dot( _var17, _var20 ); + float _var53 = dot( _var17, _var50 ); + _var52 = abs( _var52 ); + _var53 = smoothstep( float( 0.995000 ), float( 0.996000 ), _var53 ); + _var52 = 1.0f - _var52; + _var51 = _var51 * _var53; + _var52 = pow( _var52, float( 3.000000 ) ); + _var51 = _var51 * float( 0.400000 ); + float _var54 = max( _var52, _var18 ); + _var51 = _var51 * _var47; +#if ( FLASHLIGHT == 1 ) + float3 _var55 = (float3)0; + float3 _var56 = (float3)0; + DoSpecularFlashlight( g_cFlashlightPos.xyz, In.vTexCoord_2, In.vColor_0, _var17, + g_cFlashlightAttenuationFactors.xyz, g_cFlashlightAttenuationFactors.w, + _gSampler_Flashlight_Cookie, _gSampler_Flashlight_Depth, _gSampler_Flashlight_Random, + FLASHLIGHTDEPTHFILTERMODE, FLASHLIGHTSHADOWS, true, + _var9, _var25, _var20, _var54, g_cShadowTweaks, + _var55, _var56 ); + _var0 = _var55; + _var12 = _var56; +#endif +#if ( FLASHLIGHT == 0 ) + float3 _var57 = (float3)0; + PixelShaderDoSpecularLighting( In.vTexCoord_2, _var17, _var25, _var20, + In.vTexCoord_3, NUM_LIGHTS, g_cLightInfo, + false, 1.0f, _var54, _var57 ); + float3 _var58 = PixelShaderDoLighting( In.vTexCoord_2, _var17, float3(0,0,0), + false, true, In.vTexCoord_3, + g_cAmbientCube, NUM_LIGHTS, g_cLightInfo, + false, false, 1.0f ); + _var12 = _var57; + _var0 = _var58; +#endif + _var0 = _var0; + _var12 = _var12; + _var0 = _var0 * _var22; + _var0 = _var0 + _var12; +#if ( FLASHLIGHT == 0 ) + float3 _var59 = reflect( _var11, _var17 ); + float3 _var60 = texCUBE( _Sampler_09, _var59 ).rgb; + _var60 = _var60 * ENV_MAP_SCALE; + float3 _var61 = _var60 * _var18; + _var61 = lerp( _var61, _var60, _var47 ); + _var61 = _var52 * _var61; + _var61 = _var61 * float( 0.100000 ); + _var0 = _var0 + _var61; +#endif + _var0 = _var0 + _var51; + float4 _var62 = float4( _var0, _var23 ); + _var62 = FinalOutput( _var62, _var14, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, true, _var16 ); + Out.vColor_0 = _var62; + return Out; +} \ No newline at end of file diff --git a/mp/game/momentum/shadereditorui/shader_src/model_snowy_vs30.fxc b/mp/game/momentum/shadereditorui/shader_src/model_snowy_vs30.fxc new file mode 100644 index 0000000000..9424faea7b --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/model_snowy_vs30.fxc @@ -0,0 +1,118 @@ +// ********************************* +// ** auto generated vertexshader ** +// ********************************* + +// Combos +// DYNAMIC: "COMPRESSED_VERTS" "0..1" +// DYNAMIC: "MORPHING" "0..1" +// DYNAMIC: "SKINNING" "0..1" +// STATIC: "FLASHLIGHT" "0..1" + +// Includes +#include "common_vs_fxc.h" + + +// Samplers +sampler2D morphSampler : register( D3DVERTEXTEXTURESAMPLER0, s0 ); + +// Constants +const float3 _g_VecOrig : register( c48 ); +const float4x4 g_cFlashlightWorldToTexture : register( c49 ); +#ifdef SHADER_MODEL_VS_3_0 +const float3 g_cMorphTargetTextureDim : register( SHADER_SPECIFIC_CONST_10 ); +const float4 g_cMorphSubrect : register( SHADER_SPECIFIC_CONST_11 ); +#endif + +// Semantic structures +struct VS_INPUT +{ + float3 vPos : POSITION; + float3 vFlexDelta : POSITION1; + float3 vFlexDelta_Normal : NORMAL1; + float4 vBoneWeights : BLENDWEIGHT; + float4 vBoneIndices : BLENDINDICES; + float4 vNormal : NORMAL; + float4 vTangent_S : TANGENT; + float2 vTexCoord_0 : TEXCOORD0; +#ifdef SHADER_MODEL_VS_3_0 + float vVertexID : POSITION2; +#endif +}; + +struct VS_OUTPUT +{ + float4 vProjPos : POSITION; + float4 vTexCoord_0 : TEXCOORD0; + float3 vTexCoord_1 : TEXCOORD1; + float3 vTexCoord_2 : TEXCOORD2; + float4 vTexCoord_3 : TEXCOORD3; + float4 vTexCoord_4 : TEXCOORD4; + float3 vTexCoord_5 : TEXCOORD5; + float3 vTexCoord_6 : TEXCOORD6; + float3 vTexCoord_7 : TEXCOORD7; + float4 vColor_0 : COLOR0; + float4 vColor_1 : COLOR1; +}; + +// Entry point +VS_OUTPUT main( const VS_INPUT In ) +{ + VS_OUTPUT Out; + float3 _var0 = (float3)0; + float4 _var1 = (float4)0; + DecompressVertex_NormalTangent( In.vNormal, In.vTangent_S, _var0, _var1 ); + float2 _var2 = In.vPos.xy; + float4 _var3 = float4( 0.000000, 0.000000, 0.000000, 0.000000 ); + float _var4 = In.vPos.z; + float3 _var5 = _var1.xyz; + float _var6 = _var1.w; + float4 _var7 = float4( In.vTexCoord_0, _var2 ); + float3 _var8 = _var0 * _var0; + float3 _var9 = (float3)0; +#if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING + ApplyMorph( In.vFlexDelta, In.vFlexDelta_Normal, + In.vPos, _var9, + _var0, _var0, + _var5, _var5 ); +#else + ApplyMorph( morphSampler, g_cMorphTargetTextureDim, g_cMorphSubrect, + In.vVertexID, float3( 0, 0, 0 ), + In.vPos, _var9, + _var0, _var0, + _var5, _var5 ); +#endif + float4 _var10 = float4( _var8, _var4 ); + float4 _var11 = float4( _var5, _var6 ); + float3 _var12 = (float3)0; + float3 _var13 = (float3)0; + float3 _var14 = (float3)0; + float3 _var15 = (float3)0; + SkinPositionNormalAndTangentSpace( SKINNING, float4( _var9, 1 ), _var0, _var11, + In.vBoneWeights, In.vBoneIndices, + _var12, _var13, _var14, _var15 ); + float4 _var16 = mul( float4(_var12.xyz,1), cViewProj ); + _var13 = normalize( _var13 ); + float4 _var17 = float4( GetVertexAttenForLight( _var12, 0 ), + GetVertexAttenForLight( _var12, 1 ), + GetVertexAttenForLight( _var12, 2 ), + GetVertexAttenForLight( _var12, 3 ) ); + _var14 = normalize( _var14 ); + _var15 = normalize( _var15 ); + float3 _var18 = _var12 - _g_VecOrig; +#if ( FLASHLIGHT == 1 ) + float4 _var19 = mul( float4(_var12.xyz,1), g_cFlashlightWorldToTexture ); + _var3 = _var19; +#endif + Out.vProjPos = _var16; + Out.vTexCoord_0 = _var7; + Out.vTexCoord_1 = _var13; + Out.vTexCoord_2 = _var12; + Out.vTexCoord_3 = _var17; + Out.vTexCoord_4 = _var16; + Out.vTexCoord_5 = _var14; + Out.vTexCoord_6 = _var15; + Out.vTexCoord_7 = _var18; + Out.vColor_0 = _var3; + Out.vColor_1 = _var10; + return Out; +} \ No newline at end of file diff --git a/mp/game/momentum/shadereditorui/shader_src/postproc_sunrays_ps30.fxc b/mp/game/momentum/shadereditorui/shader_src/postproc_sunrays_ps30.fxc new file mode 100644 index 0000000000..bcf60e78e5 --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/postproc_sunrays_ps30.fxc @@ -0,0 +1,69 @@ +// ******************************** +// ** auto generated pixelshader ** +// ******************************** + +// Includes +#include "common_ps_fxc.h" +#include "common_vertexlitgeneric_dx9.h" +#include "common_lightmappedgeneric_fxc.h" +#include "common_flashlight_fxc.h" + + +// Combos + +// Samplers +sampler _Sampler_00 : register( s0 ); +sampler _Sampler_01 : register( s1 ); + +// Constants +const float4 g_cData_sun_data : register( c0 ); // Callback + +// Semantic structures +struct PS_INPUT +{ + float2 vTexCoord_0 : TEXCOORD0; +}; + +struct PS_OUTPUT +{ + float4 vColor_0 : COLOR0; +}; + +// Entry point +PS_OUTPUT main( const PS_INPUT In ) +{ + PS_OUTPUT Out; + float4 _texLookup_9 = tex2D( _Sampler_00, In.vTexCoord_0 ); + float3 _var0 = _texLookup_9.rgb; + float _var1 = _texLookup_9.a; + float3 _var2 = float3( 0.000000, 0.000000, 0.000000 ); + float2 _var3 = In.vTexCoord_0; + float2 _var4 = g_cData_sun_data.xy; + float _var5 = float( 1.000000 ); + float _var6 = g_cData_sun_data.z; + _var4 = In.vTexCoord_0 - _var4; + _var6 = saturate( _var6 ); + float _var7 = length( _var4 ); + float2 _var8 = _var4 / _var7; + float _var9 = smoothstep( float( 0.000000 ), float( 0.700000 ), _var7 ); + _var8 = _var8 * _var9; + _var8 = _var8 * float( 0.010000 ); + for ( int _var10 = 0; _var10 < 35; _var10++ ) + { + float2 _var11 = _var8; + _var5 = _var5 * float( 0.960000 ); + _var3 = _var3 - _var11; + float4 _texLookup_28 = tex2D( _Sampler_01, _var3 ); + float3 _var12 = _texLookup_28.rgb; + float _var13 = _texLookup_28.a; + _var12 = _var12 * _var13; + _var12 = _var12 * _var5; + _var2 = _var2 + _var12; + } + _var2 = _var2 * float( 0.050000 ); + _var2 = _var2 * _var6; + _var0 = _var0 + _var2; + float4 _var14 = float4( _var0, _var1 ); + Out.vColor_0 = _var14; + return Out; +} \ No newline at end of file diff --git a/mp/game/momentum/shadereditorui/shader_src/postproc_sunrays_vs30.fxc b/mp/game/momentum/shadereditorui/shader_src/postproc_sunrays_vs30.fxc new file mode 100644 index 0000000000..1bc4fd7520 --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/postproc_sunrays_vs30.fxc @@ -0,0 +1,36 @@ +// ********************************* +// ** auto generated vertexshader ** +// ********************************* + +// Includes +#include "common_vs_fxc.h" + + +// Combos + +// Samplers + +// Constants + +// Semantic structures +struct VS_INPUT +{ + float3 vPos : POSITION; + float2 vTexCoord_0 : TEXCOORD0; +}; + +struct VS_OUTPUT +{ + float4 vProjPos : POSITION; + float2 vTexCoord_0 : TEXCOORD0; +}; + +// Entry point +VS_OUTPUT main( const VS_INPUT In ) +{ + VS_OUTPUT Out; + float4 _var0 = float4( In.vPos.x, In.vPos.y, In.vPos.z, 1.000000 ); + Out.vProjPos = _var0; + Out.vTexCoord_0 = In.vTexCoord_0; + return Out; +} \ No newline at end of file diff --git a/mp/game/momentum/shadereditorui/shader_src/sprite_sun_nodepth_ps30.fxc b/mp/game/momentum/shadereditorui/shader_src/sprite_sun_nodepth_ps30.fxc new file mode 100644 index 0000000000..c1a736d16c --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/sprite_sun_nodepth_ps30.fxc @@ -0,0 +1,41 @@ +// ******************************** +// ** auto generated pixelshader ** +// ******************************** + +// Combos +// DYNAMIC: "PIXELFOGTYPE" "0..1" +// DYNAMIC: "WRITEWATERFOGTODESTALPHA" "0..1" + +// Includes +#include "common_ps_fxc.h" +#include "common_vertexlitgeneric_dx9.h" +#include "common_lightmappedgeneric_fxc.h" +#include "common_flashlight_fxc.h" +#include "common_parallax.h" + + +// Samplers +sampler _Sampler_00 : register( s0 ); + +// Semantic structures +struct PS_INPUT +{ + float2 vTexCoord_0 : TEXCOORD0; + float4 vColor_0 : COLOR0; +}; + +struct PS_OUTPUT +{ + float4 vColor_0 : COLOR0; +}; + +// Entry point +PS_OUTPUT main( const PS_INPUT In ) +{ + PS_OUTPUT Out; + float4 _var0 = tex2D( _Sampler_00, In.vTexCoord_0 ).rgba; + _var0 = _var0 * In.vColor_0; + _var0 = FinalOutput( _var0, float( 0.000000 ), PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, false, 1.0f ); + Out.vColor_0 = _var0; + return Out; +} \ No newline at end of file diff --git a/mp/game/momentum/shadereditorui/shader_src/sprite_sun_nodepth_vs30.fxc b/mp/game/momentum/shadereditorui/shader_src/sprite_sun_nodepth_vs30.fxc new file mode 100644 index 0000000000..f5c86cd6cf --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/sprite_sun_nodepth_vs30.fxc @@ -0,0 +1,34 @@ +// ********************************* +// ** auto generated vertexshader ** +// ********************************* + + +// Includes +#include "common_vs_fxc.h" + + +// Semantic structures +struct VS_INPUT +{ + float3 vPos : POSITION; + float2 vTexCoord_0 : TEXCOORD0; + float4 vColor_0 : COLOR0; +}; + +struct VS_OUTPUT +{ + float4 vProjPos : POSITION; + float2 vTexCoord_0 : TEXCOORD0; + float4 vColor_0 : COLOR0; +}; + +// Entry point +VS_OUTPUT main( const VS_INPUT In ) +{ + VS_OUTPUT Out; + float4 _var0 = mul( float4(In.vPos.xyz,1), cModelViewProj ); + Out.vProjPos = _var0; + Out.vTexCoord_0 = In.vTexCoord_0; + Out.vColor_0 = In.vColor_0; + return Out; +} \ No newline at end of file diff --git a/mp/game/momentum/shadereditorui/shader_src/ssao_calc_ps30.fxc b/mp/game/momentum/shadereditorui/shader_src/ssao_calc_ps30.fxc new file mode 100644 index 0000000000..3a7bda5743 --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/ssao_calc_ps30.fxc @@ -0,0 +1,228 @@ +// ******************************** +// ** auto generated pixelshader ** +// ******************************** + + +// Includes +#include "common_ps_fxc.h" +#include "common_vertexlitgeneric_dx9.h" +#include "common_lightmappedgeneric_fxc.h" +#include "common_flashlight_fxc.h" +#include "common_parallax.h" + + +// Samplers +sampler _Sampler_00 : register( s0 ); + +// Constants +const float2 _g_TexelSize : register( c16 ); + +// User code - globals +#define PI 3.14159265 + +//-------------------------------------------------------- +//a list of user parameters + +#define METHOD 0 + +static float near = 7; //Z-near +static float far = 192.0; //Z-far +static float zScaleLinear = near / far; +static float zScaleLinearRev = far / near; + +#if ( METHOD == 0 ) +static int samples = 3; //samples on the first ring (3 - 5) +static int rings = 3; //ring count (3 - 5) +static float radius_close = 6.0; //ao radius +static float radius_far = 0.5; //ao radius +#else +static int samples = 24; //samples on the first ring (3 - 5) +static float radius_close = 7.0; //ao radius +static float radius_far = 1.5; //ao radius +#endif + +static float dist_exp = 6.0f; + +static float diffarea = 0.45; //self-shadowing reduction +static float gdisplace = 0.4; //gauss bell center + +static float lumInfluence = 0.4; //how much luminance affects occlusion +static float aoBoost_far = 2.5f; +static float aoBoost_close = 6.0f; + +static bool noise = true; //use noise instead of pattern for sample dithering? +static bool onlyAO = true; //use only ambient occlusion pass? +static bool fadeout = true; + +//-------------------------------------------------------- + +float2 rand(float2 coord, float2 size) //generating noise/pattern texture for dithering +{ + float noiseX = ((frac(1.0-coord.x*(size.x/2.0))*0.25)+(frac(coord.y*(size.y/2.0))*0.75))*2.0-1.0; + float noiseY = ((frac(1.0-coord.x*(size.x/2.0))*0.75)+(frac(coord.y*(size.y/2.0))*0.25))*2.0-1.0; + + if (noise) + { + noiseX = frac(sin(dot(coord ,float2(12.9898,78.233))) * 43758.5453) * 2.0-1.0; + noiseY = frac(sin(dot(coord ,float2(12.9898,78.233)*2.0)) * 43758.5453) * 2.0-1.0; + } + return float2(noiseX,noiseY)*0.001; +} + +float readDepth(in float2 coord, sampler tex) +{ + return tex2D(tex, coord ).a * zScaleLinear; + //return (2.0 * near) / (far + near - tex2D(tex, coord ).a * (far-near)); +} + +float readDepth(float linDepth) +{ + return linDepth * zScaleLinear; +} + +float compareDepths(in float depth1, in float depth2,inout int far) +{ + float garea = 2.0; //gauss bell width + float diff = (depth1 - depth2)*100.0; //depth difference (0-100) + //reduce left bell width to avoid self-shadowing + + + if ( diff < gdisplace ) + { + garea = diffarea; + }else{ + far = 1; + } + + float gauss = pow(2.7182,-2.0*(diff-gdisplace)*(diff-gdisplace)/(garea*garea)); + return gauss; +} + +float calAO(float2 uv,float localDepth, float depth, float dw, float dh, sampler tex) +{ + float dd = (1.0-depth)*lerp( radius_far, radius_close, localDepth ); + + float temp = 0.0; + float temp2 = 0.0; + float coordw = uv.x + dw*dd; + float coordh = uv.y + dh*dd; + float coordw2 = uv.x - dw*dd; + float coordh2 = uv.y - dh*dd; + + float2 coord = float2(coordw , coordh); + float2 coord2 = float2(coordw2, coordh2); + + int far = 0; + temp = compareDepths(depth, readDepth(coord,tex),far); + //DEPTH EXTRAPOLATION: + if (far > 0) + { + temp2 = compareDepths(readDepth(coord2,tex),depth,far); + temp += (1.0-temp)*temp2; + } + + return temp; +} + +// User code - function bodies +void DoSSAO( in float2 uv, in float2 texelSize, in sampler color_depth, out float ao_out ) +{ + float2 size = 1.0f / texelSize; + + float2 noise = rand(uv,size); + float depthSample = tex2D(color_depth, uv ).a; + float depth = readDepth(depthSample); + depthSample = pow( (1.0f - depthSample), dist_exp ); + float d; + + float w = texelSize.x/clamp(depth,0.25,1.0)+(noise.x*(1.0-noise.x)); + float h = texelSize.y/clamp(depth,0.25,1.0)+(noise.y*(1.0-noise.y)); + + float pw; + float ph; + + float ao; + float s; + + int ringsamples; + +#if (METHOD == 0) + for (int i = 1; i <= rings; i++) + { + ringsamples = i * samples; + for (int j = 0 ; j < ringsamples ; j += 1) + { + float step = PI*2.0 / float(ringsamples); + pw = (cos(float(j)*step)*float(i)); + ph = (sin(float(j)*step)*float(i)); + ao += calAO( uv, depthSample, depth, pw*w, ph*h, color_depth ); + s += 1.0; + } + } + ao /= s; + ao = 1.0-ao; +#else + float dl = PI*(3.0-sqrt(5.0)); + float dz = 1.0/float(samples); + float l = 0.0; + float z = 1.0 - dz/2.0; + + for (int i = 0; i <= samples; i ++) + { + float r = sqrt(1.0-z); + + pw = cos(l)*r; + ph = sin(l)*r; + ao += calAO(uv,depthSample,depth,pw*w,ph*h,color_depth); + z = z - dz; + l = l + dl; + } + + ao /= float(samples); + ao = 1.0-ao; +#endif + + float3 color = tex2D(color_depth,uv).rgb; + + float3 lumcoeff = float3(0.299,0.587,0.114); + float lum = dot(color.rgb, lumcoeff); + float3 luminance = float3(lum, lum, lum); + + ao = pow( ao, lerp( aoBoost_far, aoBoost_close, depthSample ) ); + + //lum = lerp(ao,1.0,luminance*lumInfluence); + ao_out = lerp(ao,1.0,luminance*lumInfluence); + + if ( fadeout ) + { + float fade = depth * zScaleLinearRev; + ao_out = lerp( ao_out, 0.65, pow( fade, 3 ) ); + } + + //if(onlyAO) + // ao = lum; //ambient occlusion only + //else + // col = color * lum; +} + +// Semantic structures +struct PS_INPUT +{ + float2 vTexCoord_0 : TEXCOORD0; +}; + +struct PS_OUTPUT +{ + float4 vColor_0 : COLOR0; +}; + +// Entry point +PS_OUTPUT main( const PS_INPUT In ) +{ + PS_OUTPUT Out; + float _var0 = (float)0; + DoSSAO( In.vTexCoord_0, _g_TexelSize, _Sampler_00, _var0 ); + float4 _var1 = float4( _var0.x, _var0.x, _var0.x, 1.000000 ); + Out.vColor_0 = _var1; + return Out; +} \ No newline at end of file diff --git a/mp/game/momentum/shadereditorui/shader_src/ssao_calc_vs30.fxc b/mp/game/momentum/shadereditorui/shader_src/ssao_calc_vs30.fxc new file mode 100644 index 0000000000..9c0734a8f7 --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/ssao_calc_vs30.fxc @@ -0,0 +1,31 @@ +// ********************************* +// ** auto generated vertexshader ** +// ********************************* + + +// Includes +#include "common_vs_fxc.h" + + +// Semantic structures +struct VS_INPUT +{ + float3 vPos : POSITION; + float2 vTexCoord_0 : TEXCOORD0; +}; + +struct VS_OUTPUT +{ + float4 vProjPos : POSITION; + float2 vTexCoord_0 : TEXCOORD0; +}; + +// Entry point +VS_OUTPUT main( const VS_INPUT In ) +{ + VS_OUTPUT Out; + float4 _var0 = float4( In.vPos.x, In.vPos.y, In.vPos.z, 1.000000 ); + Out.vProjPos = _var0; + Out.vTexCoord_0 = In.vTexCoord_0; + return Out; +} \ No newline at end of file diff --git a/mp/game/momentum/shadereditorui/shader_src/ssao_combine_ps30.fxc b/mp/game/momentum/shadereditorui/shader_src/ssao_combine_ps30.fxc new file mode 100644 index 0000000000..5ffbad2719 --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/ssao_combine_ps30.fxc @@ -0,0 +1,43 @@ +// ******************************** +// ** auto generated pixelshader ** +// ******************************** + + +// Includes +#include "common_ps_fxc.h" +#include "common_vertexlitgeneric_dx9.h" +#include "common_lightmappedgeneric_fxc.h" +#include "common_flashlight_fxc.h" +#include "common_parallax.h" + + +// Samplers +sampler _Sampler_00 : register( s0 ); +sampler _Sampler_01 : register( s1 ); + +// Semantic structures +struct PS_INPUT +{ + float2 vTexCoord_0 : TEXCOORD0; +}; + +struct PS_OUTPUT +{ + float4 vColor_0 : COLOR0; +}; + +// Entry point +PS_OUTPUT main( const PS_INPUT In ) +{ + PS_OUTPUT Out; + float4 _texLookup_3 = tex2D( _Sampler_00, In.vTexCoord_0 ); + float3 _var0 = _texLookup_3.rgb; + float _var1 = _texLookup_3.a; + float _var2 = tex2D( _Sampler_01, In.vTexCoord_0 ).r; + _var2 = _var2 * float( 2.000000 ); + _var0 = _var0 * _var2; + _var0 = _var0 * float( 0.850000 ); + float4 _var3 = float4( _var0, _var1 ); + Out.vColor_0 = _var3; + return Out; +} \ No newline at end of file diff --git a/mp/game/momentum/shadereditorui/shader_src/ssao_combine_vs30.fxc b/mp/game/momentum/shadereditorui/shader_src/ssao_combine_vs30.fxc new file mode 100644 index 0000000000..9c0734a8f7 --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/ssao_combine_vs30.fxc @@ -0,0 +1,31 @@ +// ********************************* +// ** auto generated vertexshader ** +// ********************************* + + +// Includes +#include "common_vs_fxc.h" + + +// Semantic structures +struct VS_INPUT +{ + float3 vPos : POSITION; + float2 vTexCoord_0 : TEXCOORD0; +}; + +struct VS_OUTPUT +{ + float4 vProjPos : POSITION; + float2 vTexCoord_0 : TEXCOORD0; +}; + +// Entry point +VS_OUTPUT main( const VS_INPUT In ) +{ + VS_OUTPUT Out; + float4 _var0 = float4( In.vPos.x, In.vPos.y, In.vPos.z, 1.000000 ); + Out.vProjPos = _var0; + Out.vTexCoord_0 = In.vTexCoord_0; + return Out; +} \ No newline at end of file diff --git a/mp/game/momentum/shadereditorui/shader_src/ssao_fxaa_ps30.fxc b/mp/game/momentum/shadereditorui/shader_src/ssao_fxaa_ps30.fxc new file mode 100644 index 0000000000..06ce553f1f --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/ssao_fxaa_ps30.fxc @@ -0,0 +1,97 @@ +// ******************************** +// ** auto generated pixelshader ** +// ******************************** + + +// Includes +#include "common_ps_fxc.h" +#include "common_vertexlitgeneric_dx9.h" +#include "common_lightmappedgeneric_fxc.h" +#include "common_flashlight_fxc.h" +#include "common_parallax.h" + + +// Samplers +sampler _Sampler_00 : register( s0 ); + +// Constants +const float2 _g_TexelSize : register( c16 ); + +// User code - globals +#define FXAA_PC 1 +#define FXAA_HLSL_3 1 +#define FXAA_GREEN_AS_LUMA 1 +#define FXAA_DISCARD 1 +#define FXAA_QUALITY__PRESET 10 + +#include "fxaa3_11.h" + +// User code - function bodies +void DoFXAA( in sampler tex, in float2 uv, in float2 texelsize, out float4 col ) +{ + col = FxaaPixelShader( uv, + (float4)0, + tex, + tex, + tex, + texelsize, + (float4)0, + (float4)0, + (float4)0, + // fxaaQualitySubpix + // This used to be the FXAA_QUALITY__SUBPIX define. + // It is here now to allow easier tuning. + // Choose the amount of sub-pixel aliasing removal. + // This can effect sharpness. + // 1.00 - upper limit (softer) + // 0.75 - default amount of filtering + // 0.50 - lower limit (sharper, less sub-pixel aliasing removal) + // 0.25 - almost off + // 0.00 - completely off + 0.5, + // This used to be the FXAA_QUALITY__EDGE_THRESHOLD define. + // It is here now to allow easier tuning. + // The minimum amount of local contrast required to apply algorithm. + // 0.333 - too little (faster) + // 0.250 - low quality + // 0.166 - default + // 0.125 - high quality + // 0.063 - overkill (slower) + // fxaaQualityEdgeThreshold + 0.2, + // This used to be the FXAA_QUALITY__EDGE_THRESHOLD_MIN define. + // It is here now to allow easier tuning. + // Trims the algorithm from processing darks. + // 0.0833 - upper limit (default, the start of visible unfiltered edges) + // 0.0625 - high quality (faster) + // 0.0312 - visible limit (slower) + // Special notes when using FXAA_GREEN_AS_LUMA, + // Likely want to set this to zero. + // As colors that are mostly not-green + // will appear very dark in the green channel! + // Tune by looking at mostly non-green content, + // then start at zero and increase until aliasing is a problem. + 0.0833, + 0, 0, 0, (float4)0 ); +} + +// Semantic structures +struct PS_INPUT +{ + float2 vTexCoord_0 : TEXCOORD0; +}; + +struct PS_OUTPUT +{ + float4 vColor_0 : COLOR0; +}; + +// Entry point +PS_OUTPUT main( const PS_INPUT In ) +{ + PS_OUTPUT Out; + float4 _var0 = (float4)0; + DoFXAA( _Sampler_00, In.vTexCoord_0, _g_TexelSize, _var0 ); + Out.vColor_0 = _var0; + return Out; +} \ No newline at end of file diff --git a/mp/game/momentum/shadereditorui/shader_src/ssao_fxaa_vs30.fxc b/mp/game/momentum/shadereditorui/shader_src/ssao_fxaa_vs30.fxc new file mode 100644 index 0000000000..9c0734a8f7 --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/ssao_fxaa_vs30.fxc @@ -0,0 +1,31 @@ +// ********************************* +// ** auto generated vertexshader ** +// ********************************* + + +// Includes +#include "common_vs_fxc.h" + + +// Semantic structures +struct VS_INPUT +{ + float3 vPos : POSITION; + float2 vTexCoord_0 : TEXCOORD0; +}; + +struct VS_OUTPUT +{ + float4 vProjPos : POSITION; + float2 vTexCoord_0 : TEXCOORD0; +}; + +// Entry point +VS_OUTPUT main( const VS_INPUT In ) +{ + VS_OUTPUT Out; + float4 _var0 = float4( In.vPos.x, In.vPos.y, In.vPos.z, 1.000000 ); + Out.vProjPos = _var0; + Out.vTexCoord_0 = In.vTexCoord_0; + return Out; +} \ No newline at end of file diff --git a/mp/game/momentum/shadereditorui/shader_src/sunrays_calc_ps30.fxc b/mp/game/momentum/shadereditorui/shader_src/sunrays_calc_ps30.fxc new file mode 100644 index 0000000000..e15e593a93 --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/sunrays_calc_ps30.fxc @@ -0,0 +1,64 @@ +// ******************************** +// ** auto generated pixelshader ** +// ******************************** + + +// Includes +#include "common_ps_fxc.h" +#include "common_vertexlitgeneric_dx9.h" +#include "common_lightmappedgeneric_fxc.h" +#include "common_flashlight_fxc.h" +#include "common_parallax.h" + + +// Samplers +sampler _Sampler_00 : register( s0 ); + +// Constants +const float4 g_cData_sun_data : register( c16 ); // Callback + +// Semantic structures +struct PS_INPUT +{ + float2 vTexCoord_0 : TEXCOORD0; +}; + +struct PS_OUTPUT +{ + float4 vColor_0 : COLOR0; +}; + +// Entry point +PS_OUTPUT main( const PS_INPUT In ) +{ + PS_OUTPUT Out; + float3 _var0 = float3( 0.000000, 0.000000, 0.000000 ); + float2 _var1 = In.vTexCoord_0; + float2 _var2 = g_cData_sun_data.xy; + float _var3 = float( 1.000000 ); + float _var4 = g_cData_sun_data.z; + _var2 = In.vTexCoord_0 - _var2; + _var4 = saturate( _var4 ); + float _var5 = length( _var2 ); + float2 _var6 = _var2 / _var5; + float _var7 = smoothstep( float( 0.000000 ), float( 0.700000 ), _var5 ); + _var6 = _var6 * _var7; + _var6 = _var6 * float( 0.011000 ); + for ( int _var8 = 0; _var8 < 35; _var8++ ) + { + float2 _var9 = _var6; + _var3 = _var3 * float( 0.950000 ); + _var1 = _var1 - _var9; + float4 _texLookup_26 = tex2D( _Sampler_00, _var1 ); + float3 _var10 = _texLookup_26.rgb; + float _var11 = _texLookup_26.a; + _var10 = _var10 * _var11; + _var10 = _var10 * _var3; + _var0 = _var0 + _var10; + } + _var0 = _var0 * float( 0.060000 ); + _var0 = _var0 * _var4; + float4 _var12 = float4( _var0.x, _var0.y, _var0.z, 1.000000 ); + Out.vColor_0 = _var12; + return Out; +} \ No newline at end of file diff --git a/mp/game/momentum/shadereditorui/shader_src/sunrays_calc_vs30.fxc b/mp/game/momentum/shadereditorui/shader_src/sunrays_calc_vs30.fxc new file mode 100644 index 0000000000..9c0734a8f7 --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/sunrays_calc_vs30.fxc @@ -0,0 +1,31 @@ +// ********************************* +// ** auto generated vertexshader ** +// ********************************* + + +// Includes +#include "common_vs_fxc.h" + + +// Semantic structures +struct VS_INPUT +{ + float3 vPos : POSITION; + float2 vTexCoord_0 : TEXCOORD0; +}; + +struct VS_OUTPUT +{ + float4 vProjPos : POSITION; + float2 vTexCoord_0 : TEXCOORD0; +}; + +// Entry point +VS_OUTPUT main( const VS_INPUT In ) +{ + VS_OUTPUT Out; + float4 _var0 = float4( In.vPos.x, In.vPos.y, In.vPos.z, 1.000000 ); + Out.vProjPos = _var0; + Out.vTexCoord_0 = In.vTexCoord_0; + return Out; +} \ No newline at end of file diff --git a/mp/game/momentum/shadereditorui/shader_src/swarm_test_ps30.fxc b/mp/game/momentum/shadereditorui/shader_src/swarm_test_ps30.fxc new file mode 100644 index 0000000000..8bf67b8000 --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/swarm_test_ps30.fxc @@ -0,0 +1,59 @@ +// ******************************** +// ** auto generated pixelshader ** +// ******************************** + +// Includes +#include "common_ps_fxc.h" +#include "common_vertexlitgeneric_dx9.h" +#include "common_lightmappedgeneric_fxc.h" +#include "common_flashlight_fxc.h" +#include "common_parallax.h" + + +// Samplers +sampler _Sampler_00 : register( s0 ); +sampler _Sampler_01 : register( s1 ); + +// Semantic structures +struct PS_INPUT +{ + float2 vTexCoord_0 : TEXCOORD0; +}; + +struct PS_OUTPUT +{ + float4 vColor_0 : COLOR0; +}; + +// Entry point +PS_OUTPUT main( const PS_INPUT In ) +{ + PS_OUTPUT Out; + float3 _var0 = float3( 0.000000, 0.000000, 0.000000 ); + float4 _texLookup_12 = tex2D( _Sampler_00, In.vTexCoord_0 ); + float3 _var1 = _texLookup_12.rgb; + float _var2 = _texLookup_12.a; + for ( int _var3 = -40; _var3 <= 40; _var3++ ) + { + float2 _var4 = float2( 0.005000, 0.000000 ) * _var3; + float _var5 = abs( _var3 ); + _var4 = _var4 + In.vTexCoord_0; + _var5 = _var5 / float( 25.000000 ); + float3 _var6 = tex2D( _Sampler_01, _var4 ).rgb; + float _var7 = _var4.x; + _var5 = 1.0f - _var5; + _var6 = smoothstep( float( 0.250000 ), float( 0.350000 ), _var6 ); + _var7 = _var7 - float( 0.500000 ); + _var5 = pow( _var5, float( 2.000000 ) ); + _var7 = abs( _var7 ); + _var7 = smoothstep( float( 0.500000 ), float( 0.400000 ), _var7 ); + _var7 = _var7 * _var5; + _var6 = _var6 * _var7; + _var0 = _var0 + _var6; + } + _var0 = _var0 * float3( 0.030000, 0.040000, 0.050000 ); + _var0 = _var0 + _var1; + float4 _var8 = float4( _var0, _var2 ); + Out.vColor_0 = _var8; + return Out; +} \ No newline at end of file diff --git a/mp/game/momentum/shadereditorui/shader_src/swarm_test_vs30.fxc b/mp/game/momentum/shadereditorui/shader_src/swarm_test_vs30.fxc new file mode 100644 index 0000000000..1063824bdd --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/swarm_test_vs30.fxc @@ -0,0 +1,30 @@ +// ********************************* +// ** auto generated vertexshader ** +// ********************************* + +// Includes +#include "common_vs_fxc.h" + + +// Semantic structures +struct VS_INPUT +{ + float3 vPos : POSITION; + float2 vTexCoord_0 : TEXCOORD0; +}; + +struct VS_OUTPUT +{ + float4 vProjPos : POSITION; + float2 vTexCoord_0 : TEXCOORD0; +}; + +// Entry point +VS_OUTPUT main( const VS_INPUT In ) +{ + VS_OUTPUT Out; + float4 _var0 = float4( In.vPos.x, In.vPos.y, In.vPos.z, 1.000000 ); + Out.vProjPos = _var0; + Out.vTexCoord_0 = In.vTexCoord_0; + return Out; +} \ No newline at end of file diff --git a/mp/game/momentum/shadereditorui/shader_src/unnamedshader_ps30.fxc b/mp/game/momentum/shadereditorui/shader_src/unnamedshader_ps30.fxc new file mode 100644 index 0000000000..b3ced5707f --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/unnamedshader_ps30.fxc @@ -0,0 +1,90 @@ +// ******************************** +// ** auto generated pixelshader ** +// ******************************** + +// Combos +// DYNAMIC: "FLASHLIGHT" "0..1" +// DYNAMIC: "FLASHLIGHTDEPTHFILTERMODE" "0..2" +// DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" +// DYNAMIC: "PIXELFOGTYPE" "0..1" +// DYNAMIC: "WRITEWATERFOGTODESTALPHA" "0..1" + +// Includes +#include "common_ps_fxc.h" +#include "common_vertexlitgeneric_dx9.h" +#include "common_lightmappedgeneric_fxc.h" +#include "common_flashlight_fxc.h" +#include "common_parallax.h" + + +// Samplers +sampler _Sampler_00 : register( s0 ); +sampler _Sampler_01 : register( s1 ); +sampler _Sampler_02 : register( s2 ); +sampler _gSampler_Flashlight_Cookie : register( s3 ); +sampler _gSampler_Flashlight_Depth : register( s4 ); +sampler _gSampler_Flashlight_Random : register( s5 ); + +// Constants +const float4x4 g_cFlashlightWorldToTexture : register( c12 ); +const float4 _g_FogParams : register( c16 ); +const float3 _g_VecOrig : register( c17 ); +const float4 g_cFlashlightAttenuationFactors : register( c8 ); +const float4 g_cFlashlightPos : register( c9 ); +const float4 g_cShadowTweaks : register( c7 ); + +// Semantic structures +struct PS_INPUT +{ + float2 vTexCoord_0 : TEXCOORD0; + float2 vTexCoord_1 : TEXCOORD1; + float3 vTexCoord_2 : TEXCOORD2; + float3 vTexCoord_3 : TEXCOORD3; + float4 vTexCoord_4 : TEXCOORD4; + float4 vColor_0 : COLOR0; +}; + +struct PS_OUTPUT +{ + float4 vColor_0 : COLOR0; +}; + +// Entry point +PS_OUTPUT main( const PS_INPUT In ) +{ + PS_OUTPUT Out; + float3 _var0 = float3( 0.000000, 0.000000, 0.000000 ); + float3 _var1 = tex2D( _Sampler_00, In.vTexCoord_0 ).rgb; + float3 _var2 = tex2D( _Sampler_01, In.vTexCoord_0 ).rgb; + float _var3 = In.vColor_0.w; + float _var4 = _g_VecOrig.z; + float _var5 = In.vTexCoord_3.z; + float _var6 = In.vTexCoord_4.z; +#if ( FLASHLIGHT == 0 ) + float3 _var7 = tex2D( _Sampler_02, In.vTexCoord_1 ).rgb; + _var7 = _var7 * LIGHT_MAP_SCALE; + _var0 = _var7; +#endif +#if ( FLASHLIGHT == 1 ) + float4 _var8 = mul( float4(In.vTexCoord_3.xyz,1), g_cFlashlightWorldToTexture ); + float2 _var9 = In.vTexCoord_4.xy; + float _var10 = In.vTexCoord_4.w; + _var9 = _var9 / _var10; + _var9 = _var9 * float( 0.500000 ); + _var9 = _var9 + float( 0.500000 ); + float3 _var11 = DoFlashlight( g_cFlashlightPos.xyz, In.vTexCoord_3, _var8, In.vTexCoord_2, + g_cFlashlightAttenuationFactors.xyz, g_cFlashlightAttenuationFactors.w, + _gSampler_Flashlight_Cookie, _gSampler_Flashlight_Depth, _gSampler_Flashlight_Random, + FLASHLIGHTDEPTHFILTERMODE, FLASHLIGHTSHADOWS, true, + _var9, false, g_cShadowTweaks ); + _var0 = _var11; +#endif + _var0 = _var0; + _var1 = lerp( _var1, _var2, _var3 ); + _var4 = CalcPixelFogFactor( PIXELFOGTYPE, _g_FogParams, _var4, _var5, _var6 ); + _var0 = _var0 * _var1; + float4 _var12 = float4( _var0.x, _var0.y, _var0.z, 1.000000 ); + _var12 = FinalOutput( _var12, _var4, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, true, _var6 ); + Out.vColor_0 = _var12; + return Out; +} \ No newline at end of file diff --git a/mp/game/momentum/shadereditorui/shader_src/unnamedshader_vs30.fxc b/mp/game/momentum/shadereditorui/shader_src/unnamedshader_vs30.fxc new file mode 100644 index 0000000000..49e60abdc4 --- /dev/null +++ b/mp/game/momentum/shadereditorui/shader_src/unnamedshader_vs30.fxc @@ -0,0 +1,46 @@ +// ********************************* +// ** auto generated vertexshader ** +// ********************************* + + +// Includes +#include "common_vs_fxc.h" + + +// Semantic structures +struct VS_INPUT +{ + float3 vPos : POSITION; + float3 vNormal : NORMAL; + float2 vTexCoord_0 : TEXCOORD0; + float2 vTexCoord_1 : TEXCOORD1; + float4 vColor_0 : COLOR0; +}; + +struct VS_OUTPUT +{ + float4 vProjPos : POSITION; + float2 vTexCoord_0 : TEXCOORD0; + float2 vTexCoord_1 : TEXCOORD1; + float3 vTexCoord_2 : TEXCOORD2; + float3 vTexCoord_3 : TEXCOORD3; + float4 vTexCoord_4 : TEXCOORD4; + float4 vColor_0 : COLOR0; +}; + +// Entry point +VS_OUTPUT main( const VS_INPUT In ) +{ + VS_OUTPUT Out; + float3 _var0 = mul( float4(In.vPos.xyz,1), cModel[0] ); + float3 _var1 = mul( float4(In.vNormal.xyz,1), cModel[0] ); + float4 _var2 = mul( float4(_var0.xyz,1), cViewProj ); + Out.vProjPos = _var2; + Out.vTexCoord_0 = In.vTexCoord_0; + Out.vTexCoord_1 = In.vTexCoord_1; + Out.vTexCoord_2 = _var1; + Out.vTexCoord_3 = _var0; + Out.vTexCoord_4 = _var2; + Out.vColor_0 = In.vColor_0; + return Out; +} \ No newline at end of file diff --git a/mp/game/momentum/shadereditorui/user_functions/call_fxaa.ufunc b/mp/game/momentum/shadereditorui/user_functions/call_fxaa.ufunc new file mode 100644 index 0000000000..88cd0c61a7 --- /dev/null +++ b/mp/game/momentum/shadereditorui/user_functions/call_fxaa.ufunc @@ -0,0 +1,20 @@ +"user_func" +{ + "szFunctionName" "DoFXAA" + "szFilePath" "shadereditorui\user_functions\call_fxaa.ufunc" + "iInline" "0" + "szcode_global_num_strings" "1" + "szcode_global_partial_00" "#define FXAA_PC 1\r\n#define FXAA_HLSL_3 1\r\n#define FXAA_GREEN_AS_LUMA 1\r\n#define FXAA_DISCARD 1\r\n#define FXAA_QUALITY__PRESET 12\r\n\r\n#include \'fxaa3_11.h\'\n" + "szcode_body_num_strings" "2" + "szcode_body_partial_00" " col = FxaaPixelShader( uv,\r\n (float4)0,\r\n tex,\r\n tex,\r\n tex,\r\n texelsize,\r\n (float4)0,\r\n (float4)0,\r\n (float4)0,\r\n // fxaaQualitySubpix\r\n // This used to be the FXAA_QUALITY__SUBPIX define.\r\n // It is here now to allow easier tuning.\r\n // Choose the amount of sub-pixel aliasing removal.\r\n // This can effect sharpness.\r\n // 1.00 - upper limit (softer)\r\n // 0.75 - default amount of filtering\r\n // 0.50 - lower limit (sharper, less sub-pixel aliasing removal)\r\n // 0.25 - almost off\r\n // 0.00 - completely off\r\n 0.5,\r\n // This used to be the FXAA_QUALITY__EDGE_THRESHOLD define.\r\n // It is here now to allow easier tuning.\r\n // The minimum amount of local contrast required to apply algorithm.\r\n // 0.333 - too little (faster)\r\n // 0.250 - low quality\r\n // 0.166 - default\r\n // 0.125 - high quality \r\n // 0.063 - overkill (slower)\r\n // fxaaQualityEdgeThreshold\r\n 0.2,\r\n // This used to be the" + "szcode_body_partial_01" " FXAA_QUALITY__EDGE_THRESHOLD_MIN define.\r\n // It is here now to allow easier tuning.\r\n // Trims the algorithm from processing darks.\r\n // 0.0833 - upper limit (default, the start of visible unfiltered edges)\r\n // 0.0625 - high quality (faster)\r\n // 0.0312 - visible limit (slower)\r\n // Special notes when using FXAA_GREEN_AS_LUMA,\r\n // Likely want to set this to zero.\r\n // As colors that are mostly not-green\r\n // will appear very dark in the green channel!\r\n // Tune by looking at mostly non-green content,\r\n // then start at zero and increase until aliasing is a problem.\r\n 0.0833,\r\n 0, 0, 0, (float4)0 );" + "iEnvFlags" "0" + "varName_In_0" "tex" + "varType_In_0" "128" + "varName_In_1" "uv" + "varType_In_1" "2" + "varName_In_2" "texelsize" + "varType_In_2" "2" + "varName_Out_0" "col" + "varType_Out_0" "8" +} diff --git a/mp/game/momentum/shadereditorui/user_functions/lighting_example.ufunc b/mp/game/momentum/shadereditorui/user_functions/lighting_example.ufunc new file mode 100644 index 0000000000..4239ec9fa5 --- /dev/null +++ b/mp/game/momentum/shadereditorui/user_functions/lighting_example.ufunc @@ -0,0 +1,18 @@ +"user_func" +{ + "szFunctionName" "DoUserLighting" + "szFilePath" "shadereditorui\user_functions\lighting_example.ufunc" + "iInline" "0" + "szcode_global_num_strings" "0" + "szcode_body_num_strings" "1" + "szcode_body_partial_00" " light = (float3)0;\r\n \r\n float3 ambient = PixelShaderAmbientLight( normal, g_cAmbientCube );\r\n float3 color;\r\n float3 dir;\r\n\r\n for ( int i = 0; i < NUM_LIGHTS; i++ )\r\n {\r\n GetLightData( g_cLightInfo, i, wpos, color, dir );\r\n\r\n color *= attn[i] * saturate( dot( normal, dir ) * 0.5 + 0.5 );\r\n \r\n light += pow( color, 2 );\r\n }\r\n\r\n light = max( light, ambient );" + "iEnvFlags" "1" + "varName_In_0" "attn" + "varType_In_0" "8" + "varName_In_1" "wpos" + "varType_In_1" "4" + "varName_In_2" "normal" + "varType_In_2" "4" + "varName_Out_0" "light" + "varType_Out_0" "4" +} diff --git a/mp/game/momentum/shadereditorui/user_functions/mandelbrot.ufunc b/mp/game/momentum/shadereditorui/user_functions/mandelbrot.ufunc new file mode 100644 index 0000000000..9fcb72368f --- /dev/null +++ b/mp/game/momentum/shadereditorui/user_functions/mandelbrot.ufunc @@ -0,0 +1,15 @@ +"user_func" +{ + "szFunctionName" "MandelBrot" + "szFilePath" "shadereditorui\user_functions\mandelbrot.ufunc" + "iInline" "0" + "szcode_global_num_strings" "1" + "szcode_global_partial_00" "static const int Iterations = 128;\r\nstatic const float2 Pan = float2(1, 0);\r\nstatic const float Zoom = 1;\r\nstatic const float Aspect = 1;\r\nstatic const float2 JuliaSeed = float2(0.39, -0.2);\r\nstatic const float3 ColorScale = float3(4, 5, 6);\r\n\r\nfloat ComputeValue(float2 v, float2 offset)\r\n{\r\n float vxsquare = 0;\r\n float vysquare = 0;\r\n\r\n int iteration = 0;\r\n int lastIteration = Iterations;\r\n\r\n do\r\n {\r\n vxsquare = v.x*v.x;\r\n vysquare = v.y*v.y;\r\n \r\n v = float2(vxsquare - vysquare, v.x * v.y * 2) + offset;\r\n \r\n iteration++;\r\n \r\n if ((lastIteration == Iterations) && (vxsquare + vysquare) > 4.0)\r\n {\r\n lastIteration = iteration + 1;\r\n }\r\n }\r\n while (iteration < lastIteration);\r\n \r\n return (float(iteration) - (log(log(sqrt(v.x * v.x + v.y * v.y))) / log(2.0))) / float(Iterations);\r\n}\n" + "szcode_body_num_strings" "1" + "szcode_body_partial_00" " float2 v = (uv - 0.5) * Zoom * float2(1, Aspect) - Pan;\r\n\r\n float val = ComputeValue(v, v);\r\n\r\n col = float4(sin(val * ColorScale.x), sin(val * ColorScale.y), sin(val * ColorScale.z), 1);" + "iEnvFlags" "0" + "varName_In_0" "uv" + "varType_In_0" "2" + "varName_Out_0" "col" + "varType_Out_0" "8" +} diff --git a/mp/game/momentum/shadereditorui/vgui/code_editor_window.res b/mp/game/momentum/shadereditorui/vgui/code_editor_window.res new file mode 100644 index 0000000000..de70a8d8b4 --- /dev/null +++ b/mp/game/momentum/shadereditorui/vgui/code_editor_window.res @@ -0,0 +1,402 @@ +"shadereditorui/vgui/code_editor_Window.res" +{ + "ceditinstance" + { + "ControlName" "CCode_Editor" + "fieldName" "ceditinstance" + "xpos" "200" + "ypos" "112" + "wide" "1200" + "tall" "675" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "96 96 96 255" + "allowColorOverrides" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } + "frame_topGrip" + { + "ControlName" "Panel" + "fieldName" "frame_topGrip" + "xpos" "8" + "ypos" "0" + "wide" "1184" + "tall" "5" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_bottomGrip" + { + "ControlName" "Panel" + "fieldName" "frame_bottomGrip" + "xpos" "8" + "ypos" "670" + "wide" "1174" + "tall" "5" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_leftGrip" + { + "ControlName" "Panel" + "fieldName" "frame_leftGrip" + "xpos" "0" + "ypos" "8" + "wide" "5" + "tall" "659" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_rightGrip" + { + "ControlName" "Panel" + "fieldName" "frame_rightGrip" + "xpos" "1195" + "ypos" "8" + "wide" "5" + "tall" "649" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_tlGrip" + { + "ControlName" "Panel" + "fieldName" "frame_tlGrip" + "xpos" "0" + "ypos" "0" + "wide" "8" + "tall" "8" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_trGrip" + { + "ControlName" "Panel" + "fieldName" "frame_trGrip" + "xpos" "1192" + "ypos" "0" + "wide" "8" + "tall" "8" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_blGrip" + { + "ControlName" "Panel" + "fieldName" "frame_blGrip" + "xpos" "0" + "ypos" "667" + "wide" "8" + "tall" "8" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_brGrip" + { + "ControlName" "Panel" + "fieldName" "frame_brGrip" + "xpos" "1182" + "ypos" "657" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_caption" + { + "ControlName" "Panel" + "fieldName" "frame_caption" + "xpos" "0" + "ypos" "0" + "wide" "1190" + "tall" "23" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_minimize" + { + "ControlName" "Button" + "fieldName" "frame_minimize" + "xpos" "0" + "ypos" "0" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "0" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "0" + "textAlignment" "north-west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "2" + "textinsety" "1" + "Default" "0" + } + "frame_maximize" + { + "ControlName" "Button" + "fieldName" "frame_maximize" + "xpos" "0" + "ypos" "0" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "0" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "1" + "textAlignment" "north-west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "2" + "textinsety" "1" + "Default" "0" + } + "frame_mintosystray" + { + "ControlName" "Button" + "fieldName" "frame_mintosystray" + "xpos" "0" + "ypos" "0" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "0" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "o" + "textAlignment" "north-west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "2" + "textinsety" "1" + "command" "MinimizeToSysTray" + "Default" "0" + } + "frame_close" + { + "ControlName" "Button" + "fieldName" "frame_close" + "xpos" "610" + "ypos" "8" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "0" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "r" + "textAlignment" "north-west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "2" + "textinsety" "1" + "Default" "0" + } + "frame_menu" + { + "ControlName" "FrameSystemButton" + "fieldName" "frame_menu" + "xpos" "7" + "ypos" "8" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + "Default" "0" + } + "codewindow" + { + "ControlName" "CSmartText" + "fieldName" "codewindow" + "xpos" "15" + "ypos" "15" + "wide" "1170" + "tall" "615" + "autoResize" "3" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "32 32 32 255" + "allowColorOverrides" "1" + } + "button_save" + { + "ControlName" "Button" + "fieldName" "button_save" + "xpos" "969" + "ypos" "640" + "wide" "64" + "tall" "24" + "autoResize" "0" + "pinCorner" "3" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Save" + "textAlignment" "center" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "command" "save_code" + "Default" "0" + } + "button_cancel" + { + "ControlName" "Button" + "fieldName" "button_cancel" + "xpos" "1124" + "ypos" "640" + "wide" "64" + "tall" "24" + "autoResize" "0" + "pinCorner" "3" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Cancel" + "textAlignment" "center" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "command" "close" + "Default" "0" + } + "button_apply" + { + "ControlName" "Button" + "fieldName" "button_apply" + "xpos" "1046" + "ypos" "640" + "wide" "64" + "tall" "24" + "autoResize" "0" + "pinCorner" "3" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Apply" + "textAlignment" "center" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "command" "apply_code" + "Default" "0" + } + "BuildModeDialog" + { + "ControlName" "BuildModeDialog" + "fieldName" "BuildModeDialog" + "xpos" "653" + "ypos" "144" + "wide" "437" + "tall" "708" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "96 96 96 255" + "allowColorOverrides" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } +} diff --git a/mp/game/momentum/shadereditorui/vgui/colorpicker.res b/mp/game/momentum/shadereditorui/vgui/colorpicker.res new file mode 100644 index 0000000000..04adca163f --- /dev/null +++ b/mp/game/momentum/shadereditorui/vgui/colorpicker.res @@ -0,0 +1,616 @@ +"shadereditorui/vgui/colorpicker.res" +{ + "cpicker" + { + "ControlName" "ColorPicker" + "fieldName" "cpicker" + "xpos" "580" + "ypos" "300" + "wide" "440" + "tall" "300" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "64 64 64 160" + "allowColorOverrides" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } + "frame_topGrip" + { + "ControlName" "Panel" + "fieldName" "frame_topGrip" + "xpos" "8" + "ypos" "0" + "wide" "424" + "tall" "5" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_bottomGrip" + { + "ControlName" "Panel" + "fieldName" "frame_bottomGrip" + "xpos" "8" + "ypos" "295" + "wide" "414" + "tall" "5" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_leftGrip" + { + "ControlName" "Panel" + "fieldName" "frame_leftGrip" + "xpos" "0" + "ypos" "8" + "wide" "5" + "tall" "284" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_rightGrip" + { + "ControlName" "Panel" + "fieldName" "frame_rightGrip" + "xpos" "435" + "ypos" "8" + "wide" "5" + "tall" "274" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_tlGrip" + { + "ControlName" "Panel" + "fieldName" "frame_tlGrip" + "xpos" "0" + "ypos" "0" + "wide" "8" + "tall" "8" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_trGrip" + { + "ControlName" "Panel" + "fieldName" "frame_trGrip" + "xpos" "432" + "ypos" "0" + "wide" "8" + "tall" "8" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_blGrip" + { + "ControlName" "Panel" + "fieldName" "frame_blGrip" + "xpos" "0" + "ypos" "292" + "wide" "8" + "tall" "8" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_brGrip" + { + "ControlName" "Panel" + "fieldName" "frame_brGrip" + "xpos" "422" + "ypos" "282" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_caption" + { + "ControlName" "Panel" + "fieldName" "frame_caption" + "xpos" "0" + "ypos" "0" + "wide" "430" + "tall" "23" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_minimize" + { + "ControlName" "Button" + "fieldName" "frame_minimize" + "xpos" "0" + "ypos" "0" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "0" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "0" + "textAlignment" "north-west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "2" + "textinsety" "1" + "Default" "0" + } + "frame_maximize" + { + "ControlName" "Button" + "fieldName" "frame_maximize" + "xpos" "0" + "ypos" "0" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "0" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "1" + "textAlignment" "north-west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "2" + "textinsety" "1" + "Default" "0" + } + "frame_mintosystray" + { + "ControlName" "Button" + "fieldName" "frame_mintosystray" + "xpos" "0" + "ypos" "0" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "0" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "o" + "textAlignment" "north-west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "2" + "textinsety" "1" + "command" "MinimizeToSysTray" + "Default" "0" + } + "frame_close" + { + "ControlName" "Button" + "fieldName" "frame_close" + "xpos" "415" + "ypos" "8" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "r" + "textAlignment" "north-west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "2" + "textinsety" "1" + "Default" "0" + } + "frame_menu" + { + "ControlName" "FrameSystemButton" + "fieldName" "frame_menu" + "xpos" "7" + "ypos" "8" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "0" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + "Default" "0" + } + "pick_hue" + { + "ControlName" "HSV_Select_Hue" + "fieldName" "pick_hue" + "xpos" "250" + "ypos" "40" + "wide" "32" + "tall" "200" + "autoResize" "0" + "pinCorner" "1" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "96 96 96 255" + "allowColorOverrides" "0" + } + "pick_sv" + { + "ControlName" "HSV_Select_SV" + "fieldName" "pick_sv" + "xpos" "25" + "ypos" "40" + "wide" "200" + "tall" "200" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "96 96 96 255" + "allowColorOverrides" "0" + } + "col_0" + { + "ControlName" "TextEntry" + "fieldName" "col_0" + "xpos" "380" + "ypos" "40" + "wide" "40" + "tall" "24" + "autoResize" "0" + "pinCorner" "1" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 128" + "allowColorOverrides" "0" + "textHidden" "0" + "editable" "1" + "maxchars" "3" + "NumericInputOnly" "1" + "unicode" "0" + "TokenChannels" "0" + } + "col_1" + { + "ControlName" "TextEntry" + "fieldName" "col_1" + "xpos" "380" + "ypos" "70" + "wide" "40" + "tall" "24" + "autoResize" "0" + "pinCorner" "1" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 128" + "allowColorOverrides" "0" + "textHidden" "0" + "editable" "1" + "maxchars" "3" + "NumericInputOnly" "1" + "unicode" "0" + "TokenChannels" "0" + } + "col_2" + { + "ControlName" "TextEntry" + "fieldName" "col_2" + "xpos" "380" + "ypos" "100" + "wide" "40" + "tall" "24" + "autoResize" "0" + "pinCorner" "1" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 128" + "allowColorOverrides" "0" + "textHidden" "0" + "editable" "1" + "maxchars" "3" + "NumericInputOnly" "1" + "unicode" "0" + "TokenChannels" "0" + } + "col_hex" + { + "ControlName" "TextEntry" + "fieldName" "col_hex" + "xpos" "355" + "ypos" "140" + "wide" "64" + "tall" "24" + "autoResize" "0" + "pinCorner" "1" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 128" + "allowColorOverrides" "0" + "textHidden" "0" + "editable" "1" + "maxchars" "6" + "NumericInputOnly" "0" + "unicode" "0" + "TokenChannels" "0" + } + "colorpreview" + { + "ControlName" "Panel" + "fieldName" "colorpreview" + "xpos" "370" + "ypos" "192" + "wide" "48" + "tall" "48" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "96 96 96 255" + "allowColorOverrides" "0" + } + "Button1" + { + "ControlName" "Button" + "fieldName" "Button1" + "xpos" "360" + "ypos" "260" + "wide" "64" + "tall" "24" + "autoResize" "0" + "pinCorner" "3" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Cancel" + "textAlignment" "center" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "command" "close" + "Default" "0" + } + "Label1" + { + "ControlName" "Label" + "fieldName" "Label1" + "xpos" "310" + "ypos" "40" + "wide" "32" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "R" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Label2" + { + "ControlName" "Label" + "fieldName" "Label2" + "xpos" "310" + "ypos" "140" + "wide" "40" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Hex#" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Label3" + { + "ControlName" "Label" + "fieldName" "Label3" + "xpos" "310" + "ypos" "70" + "wide" "32" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "G" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Label4" + { + "ControlName" "Label" + "fieldName" "Label4" + "xpos" "310" + "ypos" "100" + "wide" "32" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "B" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Button2" + { + "ControlName" "Button" + "fieldName" "Button2" + "xpos" "280" + "ypos" "260" + "wide" "64" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "160 160 160 255" + "allowColorOverrides" "0" + "labelText" "Ok" + "textAlignment" "center" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "command" "save" + "Default" "1" + } + "Label5" + { + "ControlName" "Label" + "fieldName" "Label5" + "xpos" "310" + "ypos" "192" + "wide" "48" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Result:" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "BuildModeDialog" + { + "ControlName" "BuildModeDialog" + "fieldName" "BuildModeDialog" + "xpos" "42" + "ypos" "75" + "wide" "489" + "tall" "799" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "96 96 96 255" + "allowColorOverrides" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } +} diff --git a/mp/game/momentum/shadereditorui/vgui/dialog_config.res b/mp/game/momentum/shadereditorui/vgui/dialog_config.res new file mode 100644 index 0000000000..4e3d7c4e0d --- /dev/null +++ b/mp/game/momentum/shadereditorui/vgui/dialog_config.res @@ -0,0 +1,627 @@ +"shadereditorui/dialog_config.res" +{ + "_config" + { + "ControlName" "CDialog_GeneralConfig" + "fieldName" "_config" + "xpos" "600" + "ypos" "300" + "wide" "400" + "tall" "300" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "96 96 96 255" + "allowColorOverrides" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } + "frame_topGrip" + { + "ControlName" "Panel" + "fieldName" "frame_topGrip" + "xpos" "8" + "ypos" "0" + "wide" "384" + "tall" "5" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_bottomGrip" + { + "ControlName" "Panel" + "fieldName" "frame_bottomGrip" + "xpos" "8" + "ypos" "295" + "wide" "374" + "tall" "5" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_leftGrip" + { + "ControlName" "Panel" + "fieldName" "frame_leftGrip" + "xpos" "0" + "ypos" "8" + "wide" "5" + "tall" "284" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_rightGrip" + { + "ControlName" "Panel" + "fieldName" "frame_rightGrip" + "xpos" "395" + "ypos" "8" + "wide" "5" + "tall" "274" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_tlGrip" + { + "ControlName" "Panel" + "fieldName" "frame_tlGrip" + "xpos" "0" + "ypos" "0" + "wide" "8" + "tall" "8" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_trGrip" + { + "ControlName" "Panel" + "fieldName" "frame_trGrip" + "xpos" "392" + "ypos" "0" + "wide" "8" + "tall" "8" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_blGrip" + { + "ControlName" "Panel" + "fieldName" "frame_blGrip" + "xpos" "0" + "ypos" "292" + "wide" "8" + "tall" "8" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_brGrip" + { + "ControlName" "Panel" + "fieldName" "frame_brGrip" + "xpos" "382" + "ypos" "282" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_caption" + { + "ControlName" "Panel" + "fieldName" "frame_caption" + "xpos" "0" + "ypos" "0" + "wide" "390" + "tall" "23" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_minimize" + { + "ControlName" "Button" + "fieldName" "frame_minimize" + "xpos" "0" + "ypos" "0" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "0" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "0" + "textAlignment" "north-west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "2" + "textinsety" "1" + "Default" "0" + } + "frame_maximize" + { + "ControlName" "Button" + "fieldName" "frame_maximize" + "xpos" "0" + "ypos" "0" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "0" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "1" + "textAlignment" "north-west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "2" + "textinsety" "1" + "Default" "0" + } + "frame_mintosystray" + { + "ControlName" "Button" + "fieldName" "frame_mintosystray" + "xpos" "0" + "ypos" "0" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "0" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "o" + "textAlignment" "north-west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "2" + "textinsety" "1" + "command" "MinimizeToSysTray" + "Default" "0" + } + "frame_close" + { + "ControlName" "Button" + "fieldName" "frame_close" + "xpos" "375" + "ypos" "8" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "0" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "r" + "textAlignment" "north-west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "2" + "textinsety" "1" + "Default" "0" + } + "frame_menu" + { + "ControlName" "FrameSystemButton" + "fieldName" "frame_menu" + "xpos" "7" + "ypos" "8" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + "Default" "0" + } + "rad_1" + { + "ControlName" "RadioButton" + "fieldName" "rad_1" + "xpos" "25" + "ypos" "60" + "wide" "100" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "SM 2.0b" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "Default" "0" + "SubTabPosition" "1" + } + "rad_2" + { + "ControlName" "RadioButton" + "fieldName" "rad_2" + "xpos" "140" + "ypos" "60" + "wide" "100" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "SM 3.0" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "Default" "0" + "SubTabPosition" "1" + } + "depthtest" + { + "ControlName" "CheckButton" + "fieldName" "depthtest" + "xpos" "168" + "ypos" "125" + "wide" "128" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Depth testing" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "Default" "0" + } + "DepthWrite" + { + "ControlName" "CheckButton" + "fieldName" "depthwrite" + "xpos" "25" + "ypos" "125" + "wide" "128" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Depth writing" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "Default" "0" + } + "srgbwrite" + { + "ControlName" "CheckButton" + "fieldName" "srgbwrite" + "xpos" "25" + "ypos" "225" + "wide" "128" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "write sRGB" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "Default" "0" + } + "alphablend" + { + "ControlName" "ComboBox" + "fieldName" "alphablend" + "xpos" "25" + "ypos" "190" + "wide" "148" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 128" + "allowColorOverrides" "0" + "textHidden" "0" + "editable" "0" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + "TokenChannels" "0" + } + "cullmode" + { + "ControlName" "ComboBox" + "fieldName" "cullmode" + "xpos" "230" + "ypos" "190" + "wide" "128" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 128" + "allowColorOverrides" "0" + "textHidden" "0" + "editable" "0" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + "TokenChannels" "0" + } + "Label1" + { + "ControlName" "Label" + "fieldName" "Label1" + "xpos" "25" + "ypos" "35" + "wide" "200" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Target shader model:" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Label2" + { + "ControlName" "Label" + "fieldName" "Label2" + "xpos" "25" + "ypos" "100" + "wide" "128" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Depth buffering:" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Label3" + { + "ControlName" "Label" + "fieldName" "Label3" + "xpos" "25" + "ypos" "165" + "wide" "128" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Alpha blending:" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Label4" + { + "ControlName" "Label" + "fieldName" "Label4" + "xpos" "230" + "ypos" "165" + "wide" "128" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Cullmode:" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Button1" + { + "ControlName" "Button" + "fieldName" "Button1" + "xpos" "275" + "ypos" "255" + "wide" "96" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Cancel" + "textAlignment" "center" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "command" "close" + "Default" "1" + } + "Button2" + { + "ControlName" "Button" + "fieldName" "Button2" + "xpos" "160" + "ypos" "255" + "wide" "96" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Save" + "textAlignment" "center" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "command" "save" + "Default" "0" + } + "BuildModeDialog" + { + "ControlName" "BuildModeDialog" + "fieldName" "BuildModeDialog" + "xpos" "876" + "ypos" "124" + "wide" "437" + "tall" "708" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "96 96 96 255" + "allowColorOverrides" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } +} diff --git a/mp/game/momentum/shadereditorui/vgui/dialog_editor_config.res b/mp/game/momentum/shadereditorui/vgui/dialog_editor_config.res new file mode 100644 index 0000000000..d2f57cc484 --- /dev/null +++ b/mp/game/momentum/shadereditorui/vgui/dialog_editor_config.res @@ -0,0 +1,608 @@ +"shadereditorui/vgui/dialog_editor_config.res" +{ + "_editor_config" + { + "ControlName" "CDialog_EditorConfig" + "fieldName" "_editor_config" + "xpos" "600" + "ypos" "287" + "wide" "400" + "tall" "325" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "48 48 48 255" + "allowColorOverrides" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } + "frame_topGrip" + { + "ControlName" "Panel" + "fieldName" "frame_topGrip" + "xpos" "8" + "ypos" "0" + "wide" "384" + "tall" "5" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_bottomGrip" + { + "ControlName" "Panel" + "fieldName" "frame_bottomGrip" + "xpos" "8" + "ypos" "320" + "wide" "374" + "tall" "5" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_leftGrip" + { + "ControlName" "Panel" + "fieldName" "frame_leftGrip" + "xpos" "0" + "ypos" "8" + "wide" "5" + "tall" "309" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_rightGrip" + { + "ControlName" "Panel" + "fieldName" "frame_rightGrip" + "xpos" "395" + "ypos" "8" + "wide" "5" + "tall" "299" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_tlGrip" + { + "ControlName" "Panel" + "fieldName" "frame_tlGrip" + "xpos" "0" + "ypos" "0" + "wide" "8" + "tall" "8" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_trGrip" + { + "ControlName" "Panel" + "fieldName" "frame_trGrip" + "xpos" "392" + "ypos" "0" + "wide" "8" + "tall" "8" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_blGrip" + { + "ControlName" "Panel" + "fieldName" "frame_blGrip" + "xpos" "0" + "ypos" "317" + "wide" "8" + "tall" "8" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_brGrip" + { + "ControlName" "Panel" + "fieldName" "frame_brGrip" + "xpos" "382" + "ypos" "307" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_caption" + { + "ControlName" "Panel" + "fieldName" "frame_caption" + "xpos" "0" + "ypos" "0" + "wide" "390" + "tall" "23" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_minimize" + { + "ControlName" "Button" + "fieldName" "frame_minimize" + "xpos" "0" + "ypos" "0" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "0" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "0" + "textAlignment" "north-west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "2" + "textinsety" "1" + "Default" "0" + } + "frame_maximize" + { + "ControlName" "Button" + "fieldName" "frame_maximize" + "xpos" "0" + "ypos" "0" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "0" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "1" + "textAlignment" "north-west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "2" + "textinsety" "1" + "Default" "0" + } + "frame_mintosystray" + { + "ControlName" "Button" + "fieldName" "frame_mintosystray" + "xpos" "0" + "ypos" "0" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "0" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "o" + "textAlignment" "north-west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "2" + "textinsety" "1" + "command" "MinimizeToSysTray" + "Default" "0" + } + "frame_close" + { + "ControlName" "Button" + "fieldName" "frame_close" + "xpos" "0" + "ypos" "0" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "0" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "r" + "textAlignment" "north-west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "2" + "textinsety" "1" + "Default" "0" + } + "frame_menu" + { + "ControlName" "FrameSystemButton" + "fieldName" "frame_menu" + "xpos" "7" + "ypos" "8" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + "Default" "0" + } + "draw_datatypes" + { + "ControlName" "CheckButton" + "fieldName" "draw_datatypes" + "xpos" "25" + "ypos" "65" + "wide" "100" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Datatypes" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "Default" "0" + } + "draw_shadows" + { + "ControlName" "CheckButton" + "fieldName" "draw_shadows" + "xpos" "25" + "ypos" "90" + "wide" "100" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Shadows" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "Default" "0" + } + "draw_info" + { + "ControlName" "CheckButton" + "fieldName" "draw_info" + "xpos" "175" + "ypos" "65" + "wide" "200" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Additional info" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "Default" "0" + } + "draw_tooltip" + { + "ControlName" "CheckButton" + "fieldName" "draw_tooltip" + "xpos" "175" + "ypos" "90" + "wide" "200" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Show tooltips on graph" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "Default" "0" + } + "compile_preview" + { + "ControlName" "CheckButton" + "fieldName" "compile_preview" + "xpos" "25" + "ypos" "160" + "wide" "200" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Auto compile enabled" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "Default" "0" + } + "compile_always_full" + { + "ControlName" "CheckButton" + "fieldName" "compile_always_full" + "xpos" "25" + "ypos" "185" + "wide" "256" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Always compile preview + full" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "Default" "0" + } + "compile_auto_publish" + { + "ControlName" "CheckButton" + "fieldName" "compile_auto_publish" + "xpos" "25" + "ypos" "210" + "wide" "350" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Auto publish shaders to materials (full compile)" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "Default" "0" + } + "warn_on_close_tab" + { + "ControlName" "CheckButton" + "fieldName" "warn_on_close_tab" + "xpos" "25" + "ypos" "235" + "wide" "350" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "0" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Warn when closing a tab with unsaved changes" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "Default" "0" + } + "Label1" + { + "ControlName" "Label" + "fieldName" "Label1" + "xpos" "20" + "ypos" "35" + "wide" "200" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Draw:" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Label2" + { + "ControlName" "Label" + "fieldName" "Label2" + "xpos" "20" + "ypos" "130" + "wide" "200" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Compiler:" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Button1" + { + "ControlName" "Button" + "fieldName" "Button1" + "xpos" "320" + "ypos" "285" + "wide" "64" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Cancel" + "textAlignment" "center" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "command" "close" + "Default" "0" + } + "Button2" + { + "ControlName" "Button" + "fieldName" "Button2" + "xpos" "240" + "ypos" "285" + "wide" "64" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Save" + "textAlignment" "center" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "command" "save" + "Default" "1" + } + "BuildModeDialog" + { + "ControlName" "BuildModeDialog" + "fieldName" "BuildModeDialog" + "xpos" "0" + "ypos" "0" + "wide" "437" + "tall" "708" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "48 48 48 255" + "allowColorOverrides" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } +} diff --git a/mp/game/momentum/shadereditorui/vgui/dialog_newcanvas.res b/mp/game/momentum/shadereditorui/vgui/dialog_newcanvas.res new file mode 100644 index 0000000000..f1e29ebbe1 --- /dev/null +++ b/mp/game/momentum/shadereditorui/vgui/dialog_newcanvas.res @@ -0,0 +1,776 @@ +"shadereditorui/dialog_newcanvas.res" +{ + "newshader" + { + "ControlName" "CDialog_NewCanvas" + "fieldName" "newshader" + "xpos" "600" + "ypos" "250" + "wide" "400" + "tall" "400" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "96 96 96 255" + "allowColorOverrides" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } + "frame_topGrip" + { + "ControlName" "Panel" + "fieldName" "frame_topGrip" + "xpos" "8" + "ypos" "0" + "wide" "384" + "tall" "5" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_bottomGrip" + { + "ControlName" "Panel" + "fieldName" "frame_bottomGrip" + "xpos" "8" + "ypos" "395" + "wide" "374" + "tall" "5" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_leftGrip" + { + "ControlName" "Panel" + "fieldName" "frame_leftGrip" + "xpos" "0" + "ypos" "8" + "wide" "5" + "tall" "384" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_rightGrip" + { + "ControlName" "Panel" + "fieldName" "frame_rightGrip" + "xpos" "395" + "ypos" "8" + "wide" "5" + "tall" "374" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_tlGrip" + { + "ControlName" "Panel" + "fieldName" "frame_tlGrip" + "xpos" "0" + "ypos" "0" + "wide" "8" + "tall" "8" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_trGrip" + { + "ControlName" "Panel" + "fieldName" "frame_trGrip" + "xpos" "392" + "ypos" "0" + "wide" "8" + "tall" "8" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_blGrip" + { + "ControlName" "Panel" + "fieldName" "frame_blGrip" + "xpos" "0" + "ypos" "392" + "wide" "8" + "tall" "8" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_brGrip" + { + "ControlName" "Panel" + "fieldName" "frame_brGrip" + "xpos" "382" + "ypos" "382" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_caption" + { + "ControlName" "Panel" + "fieldName" "frame_caption" + "xpos" "0" + "ypos" "0" + "wide" "390" + "tall" "23" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_minimize" + { + "ControlName" "Button" + "fieldName" "frame_minimize" + "xpos" "0" + "ypos" "0" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "0" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "0" + "textAlignment" "north-west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "2" + "textinsety" "1" + "Default" "0" + } + "frame_maximize" + { + "ControlName" "Button" + "fieldName" "frame_maximize" + "xpos" "0" + "ypos" "0" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "0" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "1" + "textAlignment" "north-west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "2" + "textinsety" "1" + "Default" "0" + } + "frame_mintosystray" + { + "ControlName" "Button" + "fieldName" "frame_mintosystray" + "xpos" "0" + "ypos" "0" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "0" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "o" + "textAlignment" "north-west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "2" + "textinsety" "1" + "command" "MinimizeToSysTray" + "Default" "0" + } + "frame_close" + { + "ControlName" "Button" + "fieldName" "frame_close" + "xpos" "375" + "ypos" "8" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "r" + "textAlignment" "north-west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "2" + "textinsety" "1" + "Default" "0" + } + "frame_menu" + { + "ControlName" "FrameSystemButton" + "fieldName" "frame_menu" + "xpos" "7" + "ypos" "8" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + "Default" "0" + } + "rad_1" + { + "ControlName" "RadioButton" + "fieldName" "rad_1" + "xpos" "25" + "ypos" "230" + "wide" "100" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "SM 2.0b" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "Default" "0" + "SubTabPosition" "1" + } + "rad_2" + { + "ControlName" "RadioButton" + "fieldName" "rad_2" + "xpos" "145" + "ypos" "230" + "wide" "100" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "SM 3.0" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "Default" "0" + "SubTabPosition" "1" + } + "Label1" + { + "ControlName" "Label" + "fieldName" "Label1" + "xpos" "25" + "ypos" "40" + "wide" "256" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Create a new shader" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Label2" + { + "ControlName" "Label" + "fieldName" "Label2" + "xpos" "25" + "ypos" "75" + "wide" "200" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "empty canvas:" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Button1" + { + "ControlName" "Button" + "fieldName" "Button1" + "xpos" "230" + "ypos" "75" + "wide" "148" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Scratch" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "command" "scratch" + "Default" "0" + } + "Label3" + { + "ControlName" "Label" + "fieldName" "Label3" + "xpos" "25" + "ypos" "105" + "wide" "200" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Basic post processing shader:" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Button2" + { + "ControlName" "Button" + "fieldName" "Button2" + "xpos" "230" + "ypos" "105" + "wide" "148" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Post process" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "command" "postprocess" + "Default" "0" + } + "Label4" + { + "ControlName" "Label" + "fieldName" "Label4" + "xpos" "25" + "ypos" "135" + "wide" "200" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Basic lightmapped shader:" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Button3" + { + "ControlName" "Button" + "fieldName" "Button3" + "xpos" "230" + "ypos" "135" + "wide" "70" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Blend" + "textAlignment" "center" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "command" "lightmapped_simple" + "Default" "0" + } + "Label5" + { + "ControlName" "Label" + "fieldName" "Label5" + "xpos" "25" + "ypos" "165" + "wide" "200" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Basic model shader:" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Button4" + { + "ControlName" "Button" + "fieldName" "Button4" + "xpos" "230" + "ypos" "165" + "wide" "70" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Generic" + "textAlignment" "center" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "command" "model_simple" + "Default" "0" + } + "Button5" + { + "ControlName" "Button" + "fieldName" "Button5" + "xpos" "315" + "ypos" "360" + "wide" "64" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Cancel" + "textAlignment" "center" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "command" "close" + "Default" "0" + } + "Label6" + { + "ControlName" "Label" + "fieldName" "Label6" + "xpos" "25" + "ypos" "205" + "wide" "200" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Target shadermodel:" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Button6" + { + "ControlName" "Button" + "fieldName" "Button6" + "xpos" "308" + "ypos" "165" + "wide" "70" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Complex" + "textAlignment" "center" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "command" "model_complex" + "Default" "0" + } + "Button7" + { + "ControlName" "Button" + "fieldName" "Button7" + "xpos" "308" + "ypos" "135" + "wide" "70" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Bump" + "textAlignment" "center" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "command" "lightmapped_bump" + "Default" "0" + } + "BuildModeDialog" + { + "ControlName" "BuildModeDialog" + "fieldName" "BuildModeDialog" + "xpos" "1081" + "ypos" "157" + "wide" "437" + "tall" "708" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "96 96 96 255" + "allowColorOverrides" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } + "Divider1" + { + "ControlName" "Divider" + "fieldName" "Divider1" + "xpos" "22" + "ypos" "270" + "wide" "350" + "tall" "2" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "96 96 96 255" + "allowColorOverrides" "0" + } + "Button8" + { + "ControlName" "Button" + "fieldName" "Button8" + "xpos" "230" + "ypos" "320" + "wide" "148" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Scratch" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "command" "ppeffect" + "Default" "1" + } + "Label7" + { + "ControlName" "Label" + "fieldName" "Label7" + "xpos" "25" + "ypos" "285" + "wide" "256" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Create a new post processing effect" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Label8" + { + "ControlName" "Label" + "fieldName" "Label8" + "xpos" "25" + "ypos" "320" + "wide" "200" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "empty canvas:" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } +} diff --git a/mp/game/momentum/shadereditorui/vgui/dialog_ppe_config.res b/mp/game/momentum/shadereditorui/vgui/dialog_ppe_config.res new file mode 100644 index 0000000000..6f36fe4fc3 --- /dev/null +++ b/mp/game/momentum/shadereditorui/vgui/dialog_ppe_config.res @@ -0,0 +1,385 @@ +"shadereditorui/vgui/dialog_ppe_config.res" +{ + "ppe_config" + { + "ControlName" "CDialog_PPEConfig" + "fieldName" "ppe_config" + "xpos" "660" + "ypos" "340" + "wide" "280" + "tall" "220" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "96 96 96 255" + "allowColorOverrides" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } + "frame_topGrip" + { + "ControlName" "Panel" + "fieldName" "frame_topGrip" + "xpos" "8" + "ypos" "0" + "wide" "264" + "tall" "5" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_bottomGrip" + { + "ControlName" "Panel" + "fieldName" "frame_bottomGrip" + "xpos" "8" + "ypos" "215" + "wide" "254" + "tall" "5" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_leftGrip" + { + "ControlName" "Panel" + "fieldName" "frame_leftGrip" + "xpos" "0" + "ypos" "8" + "wide" "5" + "tall" "204" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_rightGrip" + { + "ControlName" "Panel" + "fieldName" "frame_rightGrip" + "xpos" "275" + "ypos" "8" + "wide" "5" + "tall" "194" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_tlGrip" + { + "ControlName" "Panel" + "fieldName" "frame_tlGrip" + "xpos" "0" + "ypos" "0" + "wide" "8" + "tall" "8" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_trGrip" + { + "ControlName" "Panel" + "fieldName" "frame_trGrip" + "xpos" "272" + "ypos" "0" + "wide" "8" + "tall" "8" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_blGrip" + { + "ControlName" "Panel" + "fieldName" "frame_blGrip" + "xpos" "0" + "ypos" "212" + "wide" "8" + "tall" "8" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_brGrip" + { + "ControlName" "Panel" + "fieldName" "frame_brGrip" + "xpos" "262" + "ypos" "202" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_caption" + { + "ControlName" "Panel" + "fieldName" "frame_caption" + "xpos" "0" + "ypos" "0" + "wide" "270" + "tall" "23" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_minimize" + { + "ControlName" "Button" + "fieldName" "frame_minimize" + "xpos" "0" + "ypos" "0" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "0" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "0" + "textAlignment" "north-west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "2" + "textinsety" "1" + "Default" "0" + } + "frame_maximize" + { + "ControlName" "Button" + "fieldName" "frame_maximize" + "xpos" "0" + "ypos" "0" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "0" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "1" + "textAlignment" "north-west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "2" + "textinsety" "1" + "Default" "0" + } + "frame_mintosystray" + { + "ControlName" "Button" + "fieldName" "frame_mintosystray" + "xpos" "0" + "ypos" "0" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "0" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "o" + "textAlignment" "north-west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "2" + "textinsety" "1" + "command" "MinimizeToSysTray" + "Default" "0" + } + "frame_close" + { + "ControlName" "Button" + "fieldName" "frame_close" + "xpos" "255" + "ypos" "8" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "r" + "textAlignment" "north-west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "2" + "textinsety" "1" + "Default" "0" + } + "frame_menu" + { + "ControlName" "FrameSystemButton" + "fieldName" "frame_menu" + "xpos" "7" + "ypos" "8" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + "Default" "0" + } + "autoupdatefb" + { + "ControlName" "CheckButton" + "fieldName" "autoupdatefb" + "xpos" "30" + "ypos" "40" + "wide" "200" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Auto update FB copy tex" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "Default" "0" + } + "BuildModeDialog" + { + "ControlName" "BuildModeDialog" + "fieldName" "BuildModeDialog" + "xpos" "1000" + "ypos" "49" + "wide" "437" + "tall" "708" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "96 96 96 255" + "allowColorOverrides" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } + "Button1" + { + "ControlName" "Button" + "fieldName" "Button1" + "xpos" "200" + "ypos" "180" + "wide" "64" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Cancel" + "textAlignment" "center" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "command" "close" + "Default" "1" + } + "Button2" + { + "ControlName" "Button" + "fieldName" "Button2" + "xpos" "120" + "ypos" "180" + "wide" "64" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Save" + "textAlignment" "center" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "command" "save" + "Default" "1" + } +} diff --git a/mp/game/momentum/shadereditorui/vgui/dialog_ppe_precache_list.res b/mp/game/momentum/shadereditorui/vgui/dialog_ppe_precache_list.res new file mode 100644 index 0000000000..cf4b117c39 --- /dev/null +++ b/mp/game/momentum/shadereditorui/vgui/dialog_ppe_precache_list.res @@ -0,0 +1,399 @@ +"shadereditorui/vgui/dialog_ppe_precache_list.res" +{ + "dialog_precache_ppeffect" + { + "ControlName" "CDialog_PPEPrecache" + "fieldName" "dialog_precache_ppeffect" + "xpos" "550" + "ypos" "200" + "wide" "500" + "tall" "500" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "96 96 96 255" + "allowColorOverrides" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } + "frame_topGrip" + { + "ControlName" "Panel" + "fieldName" "frame_topGrip" + "xpos" "8" + "ypos" "0" + "wide" "484" + "tall" "5" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_bottomGrip" + { + "ControlName" "Panel" + "fieldName" "frame_bottomGrip" + "xpos" "8" + "ypos" "495" + "wide" "474" + "tall" "5" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_leftGrip" + { + "ControlName" "Panel" + "fieldName" "frame_leftGrip" + "xpos" "0" + "ypos" "8" + "wide" "5" + "tall" "484" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_rightGrip" + { + "ControlName" "Panel" + "fieldName" "frame_rightGrip" + "xpos" "495" + "ypos" "8" + "wide" "5" + "tall" "474" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_tlGrip" + { + "ControlName" "Panel" + "fieldName" "frame_tlGrip" + "xpos" "0" + "ypos" "0" + "wide" "8" + "tall" "8" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_trGrip" + { + "ControlName" "Panel" + "fieldName" "frame_trGrip" + "xpos" "492" + "ypos" "0" + "wide" "8" + "tall" "8" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_blGrip" + { + "ControlName" "Panel" + "fieldName" "frame_blGrip" + "xpos" "0" + "ypos" "492" + "wide" "8" + "tall" "8" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_brGrip" + { + "ControlName" "Panel" + "fieldName" "frame_brGrip" + "xpos" "482" + "ypos" "482" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_caption" + { + "ControlName" "Panel" + "fieldName" "frame_caption" + "xpos" "0" + "ypos" "0" + "wide" "490" + "tall" "23" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_minimize" + { + "ControlName" "Button" + "fieldName" "frame_minimize" + "xpos" "0" + "ypos" "0" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "0" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "0" + "textAlignment" "north-west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "2" + "textinsety" "1" + "Default" "0" + } + "frame_maximize" + { + "ControlName" "Button" + "fieldName" "frame_maximize" + "xpos" "0" + "ypos" "0" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "0" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "1" + "textAlignment" "north-west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "2" + "textinsety" "1" + "Default" "0" + } + "frame_mintosystray" + { + "ControlName" "Button" + "fieldName" "frame_mintosystray" + "xpos" "0" + "ypos" "0" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "0" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "o" + "textAlignment" "north-west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "2" + "textinsety" "1" + "command" "MinimizeToSysTray" + "Default" "0" + } + "frame_close" + { + "ControlName" "Button" + "fieldName" "frame_close" + "xpos" "475" + "ypos" "8" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "r" + "textAlignment" "north-west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "2" + "textinsety" "1" + "Default" "0" + } + "frame_menu" + { + "ControlName" "FrameSystemButton" + "fieldName" "frame_menu" + "xpos" "7" + "ypos" "8" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + "Default" "0" + } + "effect_list" + { + "ControlName" "PanelListPanel" + "fieldName" "effect_list" + "xpos" "20" + "ypos" "80" + "wide" "460" + "tall" "400" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 128" + "allowColorOverrides" "0" + } + "Label1" + { + "ControlName" "Label" + "fieldName" "Label1" + "xpos" "157" + "ypos" "14" + "wide" "300" + "tall" "32" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "The order in this list does also define the rendering order" + "textAlignment" "center" + "dulltext" "0" + "brighttext" "0" + "wrap" "1" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Button1" + { + "ControlName" "Button" + "fieldName" "Button1" + "xpos" "20" + "ypos" "35" + "wide" "128" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Add effect" + "textAlignment" "center" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "command" "add_effect" + "Default" "1" + } + "Label2" + { + "ControlName" "Label" + "fieldName" "Label2" + "xpos" "191" + "ypos" "56" + "wide" "96" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Start enabled" + "textAlignment" "center" + "dulltext" "0" + "brighttext" "0" + "Font" "defaultverysmall" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "BuildModeDialog" + { + "ControlName" "BuildModeDialog" + "fieldName" "BuildModeDialog" + "xpos" "1128" + "ypos" "112" + "wide" "437" + "tall" "708" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "96 96 96 255" + "allowColorOverrides" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } +} diff --git a/mp/game/momentum/shadereditorui/vgui/dialog_rendertarget_list.res b/mp/game/momentum/shadereditorui/vgui/dialog_rendertarget_list.res new file mode 100644 index 0000000000..eabf484763 --- /dev/null +++ b/mp/game/momentum/shadereditorui/vgui/dialog_rendertarget_list.res @@ -0,0 +1,350 @@ +"shadereditorui/vgui/dialog_rendertarget_list.res" +{ + "_rt_list" + { + "ControlName" "CDialog_RendertargetList" + "fieldName" "_rt_list" + "xpos" "600" + "ypos" "200" + "wide" "400" + "tall" "500" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "96 96 96 255" + "allowColorOverrides" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } + "frame_topGrip" + { + "ControlName" "Panel" + "fieldName" "frame_topGrip" + "xpos" "8" + "ypos" "0" + "wide" "384" + "tall" "5" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_bottomGrip" + { + "ControlName" "Panel" + "fieldName" "frame_bottomGrip" + "xpos" "8" + "ypos" "495" + "wide" "374" + "tall" "5" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_leftGrip" + { + "ControlName" "Panel" + "fieldName" "frame_leftGrip" + "xpos" "0" + "ypos" "8" + "wide" "5" + "tall" "484" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_rightGrip" + { + "ControlName" "Panel" + "fieldName" "frame_rightGrip" + "xpos" "395" + "ypos" "8" + "wide" "5" + "tall" "474" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_tlGrip" + { + "ControlName" "Panel" + "fieldName" "frame_tlGrip" + "xpos" "0" + "ypos" "0" + "wide" "8" + "tall" "8" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_trGrip" + { + "ControlName" "Panel" + "fieldName" "frame_trGrip" + "xpos" "392" + "ypos" "0" + "wide" "8" + "tall" "8" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_blGrip" + { + "ControlName" "Panel" + "fieldName" "frame_blGrip" + "xpos" "0" + "ypos" "492" + "wide" "8" + "tall" "8" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_brGrip" + { + "ControlName" "Panel" + "fieldName" "frame_brGrip" + "xpos" "382" + "ypos" "482" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_caption" + { + "ControlName" "Panel" + "fieldName" "frame_caption" + "xpos" "0" + "ypos" "0" + "wide" "390" + "tall" "23" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_minimize" + { + "ControlName" "Button" + "fieldName" "frame_minimize" + "xpos" "0" + "ypos" "0" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "0" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "0" + "textAlignment" "north-west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "2" + "textinsety" "1" + "Default" "0" + } + "frame_maximize" + { + "ControlName" "Button" + "fieldName" "frame_maximize" + "xpos" "0" + "ypos" "0" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "0" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "1" + "textAlignment" "north-west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "2" + "textinsety" "1" + "Default" "0" + } + "frame_mintosystray" + { + "ControlName" "Button" + "fieldName" "frame_mintosystray" + "xpos" "0" + "ypos" "0" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "0" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "o" + "textAlignment" "north-west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "2" + "textinsety" "1" + "command" "MinimizeToSysTray" + "Default" "0" + } + "frame_close" + { + "ControlName" "Button" + "fieldName" "frame_close" + "xpos" "375" + "ypos" "8" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "r" + "textAlignment" "north-west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "2" + "textinsety" "1" + "Default" "0" + } + "frame_menu" + { + "ControlName" "FrameSystemButton" + "fieldName" "frame_menu" + "xpos" "7" + "ypos" "8" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + "Default" "0" + } + "rtlist" + { + "ControlName" "PanelListPanel" + "fieldName" "rtlist" + "xpos" "20" + "ypos" "60" + "wide" "360" + "tall" "420" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 128" + "allowColorOverrides" "0" + } + "Button1" + { + "ControlName" "Button" + "fieldName" "Button1" + "xpos" "20" + "ypos" "26" + "wide" "96" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Add RT" + "textAlignment" "center" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "command" "new_rt" + "Default" "0" + } + "BuildModeDialog" + { + "ControlName" "BuildModeDialog" + "fieldName" "BuildModeDialog" + "xpos" "1084" + "ypos" "63" + "wide" "437" + "tall" "708" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "96 96 96 255" + "allowColorOverrides" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } +} diff --git a/mp/game/momentum/shadereditorui/vgui/dialog_rendertarget_settings.res b/mp/game/momentum/shadereditorui/vgui/dialog_rendertarget_settings.res new file mode 100644 index 0000000000..fd948dd09d --- /dev/null +++ b/mp/game/momentum/shadereditorui/vgui/dialog_rendertarget_settings.res @@ -0,0 +1,700 @@ +"shadereditorui/vgui/dialog_rendertarget_settings.res" +{ + "rtsettings" + { + "ControlName" "CDialog_RendertargetSettings" + "fieldName" "rtsettings" + "xpos" "600" + "ypos" "225" + "wide" "400" + "tall" "450" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "96 96 96 255" + "allowColorOverrides" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } + "frame_topGrip" + { + "ControlName" "Panel" + "fieldName" "frame_topGrip" + "xpos" "8" + "ypos" "0" + "wide" "384" + "tall" "5" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_bottomGrip" + { + "ControlName" "Panel" + "fieldName" "frame_bottomGrip" + "xpos" "8" + "ypos" "445" + "wide" "374" + "tall" "5" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_leftGrip" + { + "ControlName" "Panel" + "fieldName" "frame_leftGrip" + "xpos" "0" + "ypos" "8" + "wide" "5" + "tall" "434" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_rightGrip" + { + "ControlName" "Panel" + "fieldName" "frame_rightGrip" + "xpos" "395" + "ypos" "8" + "wide" "5" + "tall" "424" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_tlGrip" + { + "ControlName" "Panel" + "fieldName" "frame_tlGrip" + "xpos" "0" + "ypos" "0" + "wide" "8" + "tall" "8" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_trGrip" + { + "ControlName" "Panel" + "fieldName" "frame_trGrip" + "xpos" "392" + "ypos" "0" + "wide" "8" + "tall" "8" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_blGrip" + { + "ControlName" "Panel" + "fieldName" "frame_blGrip" + "xpos" "0" + "ypos" "442" + "wide" "8" + "tall" "8" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_brGrip" + { + "ControlName" "Panel" + "fieldName" "frame_brGrip" + "xpos" "382" + "ypos" "432" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_caption" + { + "ControlName" "Panel" + "fieldName" "frame_caption" + "xpos" "0" + "ypos" "0" + "wide" "390" + "tall" "23" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_minimize" + { + "ControlName" "Button" + "fieldName" "frame_minimize" + "xpos" "0" + "ypos" "0" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "0" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "0" + "textAlignment" "north-west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "2" + "textinsety" "1" + "Default" "0" + } + "frame_maximize" + { + "ControlName" "Button" + "fieldName" "frame_maximize" + "xpos" "0" + "ypos" "0" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "0" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "1" + "textAlignment" "north-west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "2" + "textinsety" "1" + "Default" "0" + } + "frame_mintosystray" + { + "ControlName" "Button" + "fieldName" "frame_mintosystray" + "xpos" "0" + "ypos" "0" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "0" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "o" + "textAlignment" "north-west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "2" + "textinsety" "1" + "command" "MinimizeToSysTray" + "Default" "0" + } + "frame_close" + { + "ControlName" "Button" + "fieldName" "frame_close" + "xpos" "0" + "ypos" "0" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "0" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "r" + "textAlignment" "north-west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "2" + "textinsety" "1" + "Default" "0" + } + "frame_menu" + { + "ControlName" "FrameSystemButton" + "fieldName" "frame_menu" + "xpos" "7" + "ypos" "8" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + "Default" "0" + } + "rt_name" + { + "ControlName" "TextEntry" + "fieldName" "rt_name" + "xpos" "22" + "ypos" "45" + "wide" "356" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 128" + "allowColorOverrides" "0" + "textHidden" "0" + "editable" "1" + "maxchars" "32" + "NumericInputOnly" "0" + "unicode" "0" + "TokenChannels" "0" + } + "rt_size_x" + { + "ControlName" "TextEntry" + "fieldName" "rt_size_x" + "xpos" "40" + "ypos" "156" + "wide" "48" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 128" + "allowColorOverrides" "0" + "textHidden" "0" + "editable" "1" + "maxchars" "4" + "NumericInputOnly" "1" + "unicode" "0" + "TokenChannels" "0" + } + "rt_size_y" + { + "ControlName" "TextEntry" + "fieldName" "rt_size_y" + "xpos" "122" + "ypos" "156" + "wide" "48" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 128" + "allowColorOverrides" "0" + "textHidden" "0" + "editable" "1" + "maxchars" "4" + "NumericInputOnly" "1" + "unicode" "0" + "TokenChannels" "0" + } + "rtlist" + { + "ControlName" "PanelListPanel" + "fieldName" "rtlist" + "xpos" "50" + "ypos" "210" + "wide" "300" + "tall" "180" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 128" + "allowColorOverrides" "0" + } + "cbox_format" + { + "ControlName" "ComboBox" + "fieldName" "cbox_format" + "xpos" "216" + "ypos" "156" + "wide" "164" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 128" + "allowColorOverrides" "0" + "textHidden" "0" + "editable" "0" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + "TokenChannels" "0" + } + "cbox_sizemode" + { + "ControlName" "ComboBox" + "fieldName" "cbox_sizemode" + "xpos" "22" + "ypos" "100" + "wide" "260" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 128" + "allowColorOverrides" "0" + "textHidden" "0" + "editable" "0" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + "TokenChannels" "0" + } + "cbox_depthmode" + { + "ControlName" "ComboBox" + "fieldName" "cbox_depthmode" + "xpos" "290" + "ypos" "100" + "wide" "90" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 128" + "allowColorOverrides" "0" + "textHidden" "0" + "editable" "0" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + "TokenChannels" "0" + } + "Button1" + { + "ControlName" "Button" + "fieldName" "Button1" + "xpos" "317" + "ypos" "410" + "wide" "64" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Cancel" + "textAlignment" "center" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "command" "close" + "Default" "1" + } + "Label1" + { + "ControlName" "Label" + "fieldName" "Label1" + "xpos" "22" + "ypos" "22" + "wide" "128" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "RT name:" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Label2" + { + "ControlName" "Label" + "fieldName" "Label2" + "xpos" "22" + "ypos" "77" + "wide" "128" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Auto sizing:" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Label3" + { + "ControlName" "Label" + "fieldName" "Label3" + "xpos" "22" + "ypos" "133" + "wide" "128" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Fixed size:" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Label4" + { + "ControlName" "Label" + "fieldName" "Label4" + "xpos" "216" + "ypos" "133" + "wide" "128" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Image format:" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Label5" + { + "ControlName" "Label" + "fieldName" "Label5" + "xpos" "290" + "ypos" "77" + "wide" "90" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Depth mode:" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Label6" + { + "ControlName" "Label" + "fieldName" "Label6" + "xpos" "22" + "ypos" "156" + "wide" "16" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "X:" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Label7" + { + "ControlName" "Label" + "fieldName" "Label7" + "xpos" "104" + "ypos" "156" + "wide" "16" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Y:" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Label8" + { + "ControlName" "Label" + "fieldName" "Label8" + "xpos" "50" + "ypos" "186" + "wide" "128" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Flags:" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "BuildModeDialog" + { + "ControlName" "BuildModeDialog" + "fieldName" "BuildModeDialog" + "xpos" "1049" + "ypos" "76" + "wide" "437" + "tall" "708" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "96 96 96 255" + "allowColorOverrides" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } + "Button2" + { + "ControlName" "Button" + "fieldName" "Button2" + "xpos" "239" + "ypos" "410" + "wide" "64" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Ok" + "textAlignment" "center" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "command" "Ok" + "Default" "1" + } +} diff --git a/mp/game/momentum/shadereditorui/vgui/shadereditor_diag_recompileall.res b/mp/game/momentum/shadereditorui/vgui/shadereditor_diag_recompileall.res new file mode 100644 index 0000000000..788393384a --- /dev/null +++ b/mp/game/momentum/shadereditorui/vgui/shadereditor_diag_recompileall.res @@ -0,0 +1,368 @@ +"shadereditorui/vgui/shadereditor_diag_recompileall.res" +{ + "diag_recompileall" + { + "ControlName" "CDialogRecompileAll" + "fieldName" "diag_recompileall" + "xpos" "520" + "ypos" "135" + "wide" "560" + "tall" "629" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "64 64 64 255" + "allowColorOverrides" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } + "frame_topGrip" + { + "ControlName" "Panel" + "fieldName" "frame_topGrip" + "xpos" "8" + "ypos" "0" + "wide" "544" + "tall" "5" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_bottomGrip" + { + "ControlName" "Panel" + "fieldName" "frame_bottomGrip" + "xpos" "8" + "ypos" "624" + "wide" "534" + "tall" "5" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_leftGrip" + { + "ControlName" "Panel" + "fieldName" "frame_leftGrip" + "xpos" "0" + "ypos" "8" + "wide" "5" + "tall" "613" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_rightGrip" + { + "ControlName" "Panel" + "fieldName" "frame_rightGrip" + "xpos" "555" + "ypos" "8" + "wide" "5" + "tall" "603" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_tlGrip" + { + "ControlName" "Panel" + "fieldName" "frame_tlGrip" + "xpos" "0" + "ypos" "0" + "wide" "8" + "tall" "8" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_trGrip" + { + "ControlName" "Panel" + "fieldName" "frame_trGrip" + "xpos" "552" + "ypos" "0" + "wide" "8" + "tall" "8" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_blGrip" + { + "ControlName" "Panel" + "fieldName" "frame_blGrip" + "xpos" "0" + "ypos" "621" + "wide" "8" + "tall" "8" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_brGrip" + { + "ControlName" "Panel" + "fieldName" "frame_brGrip" + "xpos" "542" + "ypos" "611" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_caption" + { + "ControlName" "Panel" + "fieldName" "frame_caption" + "xpos" "0" + "ypos" "0" + "wide" "550" + "tall" "23" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_minimize" + { + "ControlName" "Button" + "fieldName" "frame_minimize" + "xpos" "0" + "ypos" "0" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "0" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "0" + "textAlignment" "north-west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "2" + "textinsety" "1" + "Default" "0" + } + "frame_maximize" + { + "ControlName" "Button" + "fieldName" "frame_maximize" + "xpos" "0" + "ypos" "0" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "0" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "1" + "textAlignment" "north-west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "2" + "textinsety" "1" + "Default" "0" + } + "frame_mintosystray" + { + "ControlName" "Button" + "fieldName" "frame_mintosystray" + "xpos" "0" + "ypos" "0" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "0" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "o" + "textAlignment" "north-west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "2" + "textinsety" "1" + "command" "MinimizeToSysTray" + "Default" "0" + } + "frame_close" + { + "ControlName" "Button" + "fieldName" "frame_close" + "xpos" "535" + "ypos" "8" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "r" + "textAlignment" "north-west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "2" + "textinsety" "1" + "Default" "0" + } + "frame_menu" + { + "ControlName" "FrameSystemButton" + "fieldName" "frame_menu" + "xpos" "7" + "ypos" "8" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "0" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + "Default" "0" + } + "rtext_log" + { + "ControlName" "RichText" + "fieldName" "rtext_log" + "xpos" "20" + "ypos" "80" + "wide" "520" + "tall" "509" + "autoResize" "3" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 128" + "allowColorOverrides" "0" + "maxchars" "-1" + "scrollbar" "1" + } + "button_close" + { + "ControlName" "Button" + "fieldName" "button_close" + "xpos" "426" + "ypos" "596" + "wide" "96" + "tall" "24" + "autoResize" "0" + "pinCorner" "3" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "255 64 64 255" + "allowColorOverrides" "0" + "labelText" "Terminate" + "textAlignment" "center" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "command" "close" + "Default" "1" + } + "progress_pos" + { + "ControlName" "Panel" + "fieldName" "progress_pos" + "xpos" "25" + "ypos" "40" + "wide" "510" + "tall" "24" + "autoResize" "1" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "96 96 96 255" + "allowColorOverrides" "0" + } + "BuildModeDialog" + { + "ControlName" "BuildModeDialog" + "fieldName" "BuildModeDialog" + "xpos" "1092" + "ypos" "60" + "wide" "437" + "tall" "708" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "96 96 96 255" + "allowColorOverrides" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } +} diff --git a/mp/game/momentum/shadereditorui/vgui/shadereditor_preview.res b/mp/game/momentum/shadereditorui/vgui/shadereditor_preview.res new file mode 100644 index 0000000000..d36b4cbcb5 --- /dev/null +++ b/mp/game/momentum/shadereditorui/vgui/shadereditor_preview.res @@ -0,0 +1,523 @@ +"shadereditorui/vgui/shadereditor_preview.res" +{ + "preview" + { + "ControlName" "CPreview" + "fieldName" "preview" + "xpos" "1069" + "ypos" "375" + "wide" "478" + "tall" "503" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "64 64 64 196" + "allowColorOverrides" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } + "frame_topGrip" + { + "ControlName" "Panel" + "fieldName" "frame_topGrip" + "xpos" "8" + "ypos" "0" + "wide" "462" + "tall" "5" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_bottomGrip" + { + "ControlName" "Panel" + "fieldName" "frame_bottomGrip" + "xpos" "8" + "ypos" "498" + "wide" "452" + "tall" "5" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_leftGrip" + { + "ControlName" "Panel" + "fieldName" "frame_leftGrip" + "xpos" "0" + "ypos" "8" + "wide" "5" + "tall" "487" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_rightGrip" + { + "ControlName" "Panel" + "fieldName" "frame_rightGrip" + "xpos" "473" + "ypos" "8" + "wide" "5" + "tall" "477" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_tlGrip" + { + "ControlName" "Panel" + "fieldName" "frame_tlGrip" + "xpos" "0" + "ypos" "0" + "wide" "8" + "tall" "8" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_trGrip" + { + "ControlName" "Panel" + "fieldName" "frame_trGrip" + "xpos" "470" + "ypos" "0" + "wide" "8" + "tall" "8" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_blGrip" + { + "ControlName" "Panel" + "fieldName" "frame_blGrip" + "xpos" "0" + "ypos" "495" + "wide" "8" + "tall" "8" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_brGrip" + { + "ControlName" "Panel" + "fieldName" "frame_brGrip" + "xpos" "460" + "ypos" "485" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_caption" + { + "ControlName" "Panel" + "fieldName" "frame_caption" + "xpos" "0" + "ypos" "0" + "wide" "468" + "tall" "23" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_minimize" + { + "ControlName" "Button" + "fieldName" "frame_minimize" + "xpos" "0" + "ypos" "0" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "0" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "0" + "textAlignment" "north-west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "2" + "textinsety" "1" + "Default" "0" + } + "frame_maximize" + { + "ControlName" "Button" + "fieldName" "frame_maximize" + "xpos" "0" + "ypos" "0" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "0" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "1" + "textAlignment" "north-west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "2" + "textinsety" "1" + "Default" "0" + } + "frame_mintosystray" + { + "ControlName" "Button" + "fieldName" "frame_mintosystray" + "xpos" "0" + "ypos" "0" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "0" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "o" + "textAlignment" "north-west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "2" + "textinsety" "1" + "command" "MinimizeToSysTray" + "Default" "0" + } + "frame_close" + { + "ControlName" "Button" + "fieldName" "frame_close" + "xpos" "453" + "ypos" "8" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "r" + "textAlignment" "north-west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "2" + "textinsety" "1" + "command" "close" + "Default" "0" + } + "frame_menu" + { + "ControlName" "FrameSystemButton" + "fieldName" "frame_menu" + "xpos" "7" + "ypos" "8" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + "Default" "0" + } + "renderpanel" + { + "ControlName" "CRenderPanel" + "fieldName" "renderpanel" + "xpos" "15" + "ypos" "70" + "wide" "448" + "tall" "418" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "96 96 96 255" + "allowColorOverrides" "0" + } + "cbox_rendermode" + { + "ControlName" "ComboBox" + "fieldName" "cbox_rendermode" + "xpos" "15" + "ypos" "30" + "wide" "128" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "0" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 128" + "allowColorOverrides" "0" + "textHidden" "0" + "editable" "0" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + "TokenChannels" "0" + } + "cbox_modelseq" + { + "ControlName" "ComboBox" + "fieldName" "cbox_modelseq" + "xpos" "105" + "ypos" "70" + "wide" "200" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "0" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 128" + "allowColorOverrides" "0" + "textHidden" "0" + "editable" "0" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + "TokenChannels" "0" + } + "check_moverride" + { + "ControlName" "CheckButton" + "fieldName" "check_moverride" + "xpos" "315" + "ypos" "70" + "wide" "110" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "0" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Mat override" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "Default" "0" + } + "check_ppe" + { + "ControlName" "CheckButton" + "fieldName" "check_ppe" + "xpos" "30" + "ypos" "29" + "wide" "256" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "160 160 160 255" + "allowColorOverrides" "0" + "labelText" " Enable rendering" + "textAlignment" "center" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "Default" "0" + } + "button_modelload" + { + "ControlName" "Button" + "fieldName" "button_modelload" + "xpos" "15" + "ypos" "70" + "wide" "80" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "0" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Load Mdl" + "textAlignment" "center" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "command" "loadmodel" + "Default" "0" + } + "Button1" + { + "ControlName" "Button" + "fieldName" "Button1" + "xpos" "371" + "ypos" "30" + "wide" "90" + "tall" "24" + "autoResize" "0" + "pinCorner" "1" + "visible" "0" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "View reset" + "textAlignment" "center" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "command" "reset_view" + "Default" "1" + } + "Button2" + { + "ControlName" "Button" + "fieldName" "Button2" + "xpos" "150" + "ypos" "30" + "wide" "80" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "0" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Load BG" + "textAlignment" "center" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "command" "loadbg" + "Default" "0" + } + "Button3" + { + "ControlName" "Button" + "fieldName" "Button3" + "xpos" "240" + "ypos" "30" + "wide" "80" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "0" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "BG Color" + "textAlignment" "center" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "command" "bgcolor" + "Default" "0" + } + "BuildModeDialog" + { + "ControlName" "BuildModeDialog" + "fieldName" "BuildModeDialog" + "xpos" "551" + "ypos" "26" + "wide" "437" + "tall" "708" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "96 96 96 255" + "allowColorOverrides" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } +} diff --git a/mp/game/momentum/shadereditorui/vgui/shadereditor_root.res b/mp/game/momentum/shadereditorui/vgui/shadereditor_root.res new file mode 100644 index 0000000000..094e56d89b --- /dev/null +++ b/mp/game/momentum/shadereditorui/vgui/shadereditor_root.res @@ -0,0 +1,666 @@ +"shadereditorui/vgui/shadereditor_root.res" +{ + "editor" + { + "ControlName" "CEditorRoot" + "fieldName" "editor" + "xpos" "0" + "ypos" "0" + "wide" "800" + "tall" "900" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "48 48 48 255" + "allowColorOverrides" "0" + "settitlebarvisible" "0" + "title" "#Frame_Untitled" + } + "frame_topGrip" + { + "ControlName" "Panel" + "fieldName" "frame_topGrip" + "xpos" "8" + "ypos" "0" + "wide" "784" + "tall" "5" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_bottomGrip" + { + "ControlName" "Panel" + "fieldName" "frame_bottomGrip" + "xpos" "8" + "ypos" "895" + "wide" "774" + "tall" "5" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_leftGrip" + { + "ControlName" "Panel" + "fieldName" "frame_leftGrip" + "xpos" "0" + "ypos" "8" + "wide" "5" + "tall" "884" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_rightGrip" + { + "ControlName" "Panel" + "fieldName" "frame_rightGrip" + "xpos" "795" + "ypos" "8" + "wide" "5" + "tall" "874" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_tlGrip" + { + "ControlName" "Panel" + "fieldName" "frame_tlGrip" + "xpos" "0" + "ypos" "0" + "wide" "8" + "tall" "8" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_trGrip" + { + "ControlName" "Panel" + "fieldName" "frame_trGrip" + "xpos" "792" + "ypos" "0" + "wide" "8" + "tall" "8" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_blGrip" + { + "ControlName" "Panel" + "fieldName" "frame_blGrip" + "xpos" "0" + "ypos" "892" + "wide" "8" + "tall" "8" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_brGrip" + { + "ControlName" "Panel" + "fieldName" "frame_brGrip" + "xpos" "782" + "ypos" "882" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_caption" + { + "ControlName" "Panel" + "fieldName" "frame_caption" + "xpos" "0" + "ypos" "0" + "wide" "790" + "tall" "23" + "autoResize" "0" + "pinCorner" "0" + "visible" "0" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_minimize" + { + "ControlName" "Button" + "fieldName" "frame_minimize" + "xpos" "0" + "ypos" "0" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "0" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "0" + "textAlignment" "north-west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "2" + "textinsety" "1" + "Default" "0" + } + "frame_maximize" + { + "ControlName" "Button" + "fieldName" "frame_maximize" + "xpos" "0" + "ypos" "0" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "0" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "1" + "textAlignment" "north-west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "2" + "textinsety" "1" + "Default" "0" + } + "frame_mintosystray" + { + "ControlName" "Button" + "fieldName" "frame_mintosystray" + "xpos" "0" + "ypos" "0" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "0" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "o" + "textAlignment" "north-west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "2" + "textinsety" "1" + "command" "MinimizeToSysTray" + "Default" "0" + } + "frame_close" + { + "ControlName" "Button" + "fieldName" "frame_close" + "xpos" "0" + "ypos" "0" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "0" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "r" + "textAlignment" "north-west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "2" + "textinsety" "1" + "Default" "0" + } + "frame_menu" + { + "ControlName" "FrameSystemButton" + "fieldName" "frame_menu" + "xpos" "7" + "ypos" "8" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "0" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + "Default" "0" + } + "title_label" + { + "ControlName" "Label" + "fieldName" "title_label" + "xpos" "380" + "ypos" "2" + "wide" "200" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Source Shader Editor v0.3" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "flowgraphsheets" + { + "ControlName" "CFlowGraphSheet" + "fieldName" "flowgraphsheets" + "xpos" "22" + "ypos" "45" + "wide" "756" + "tall" "833" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "1" + "BgColor" "48 48 48 255" + "allowColorOverrides" "0" + } + "mouse_node_coords" + { + "ControlName" "Label" + "fieldName" "mouse_node_coords" + "xpos" "21" + "ypos" "877" + "wide" "256" + "tall" "24" + "autoResize" "0" + "pinCorner" "2" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "position: 531.5 / -176.0" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "framespeed" + { + "ControlName" "Label" + "fieldName" "framespeed" + "xpos" "521" + "ypos" "877" + "wide" "256" + "tall" "24" + "autoResize" "0" + "pinCorner" "3" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "fps: 149.0, ms: 0.0067113" + "textAlignment" "east" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "menu_bar" + { + "ControlName" "MenuBar" + "fieldName" "menu_bar" + "xpos" "0" + "ypos" "0" + "wide" "240" + "tall" "28" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "48 48 48 255" + "allowColorOverrides" "0" + } + "mbut_file" + { + "ControlName" "MenuButton" + "fieldName" "mbut_file" + "xpos" "4" + "ypos" "4" + "wide" "54" + "tall" "20" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "File" + "textAlignment" "center" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "Default" "0" + } + "mbut_shader" + { + "ControlName" "MenuButton" + "fieldName" "mbut_shader" + "xpos" "58" + "ypos" "4" + "wide" "60" + "tall" "20" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Shader" + "textAlignment" "center" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "Default" "0" + } + "mbut_postproc" + { + "ControlName" "MenuButton" + "fieldName" "mbut_postproc" + "xpos" "118" + "ypos" "4" + "wide" "118" + "tall" "20" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Post processing" + "textAlignment" "center" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "Default" "0" + } + "Button1" + { + "ControlName" "Button" + "fieldName" "Button1" + "xpos" "736" + "ypos" "0" + "wide" "64" + "tall" "24" + "autoResize" "0" + "pinCorner" "1" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Quit" + "textAlignment" "center" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "command" "quit" + "Default" "0" + } + "Button2" + { + "ControlName" "Button" + "fieldName" "Button2" + "xpos" "672" + "ypos" "0" + "wide" "64" + "tall" "24" + "autoResize" "0" + "pinCorner" "1" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Options" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "command" "options" + "Default" "1" + } + "Label1" + { + "ControlName" "Label" + "fieldName" "Label1" + "xpos" "523" + "ypos" "25" + "wide" "100" + "tall" "14" + "autoResize" "0" + "pinCorner" "1" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "F1 - toggle fullscreen" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "Font" "defaultverysmall" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Label2" + { + "ControlName" "Label" + "fieldName" "Label2" + "xpos" "627" + "ypos" "25" + "wide" "80" + "tall" "14" + "autoResize" "0" + "pinCorner" "1" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "F2 - toggle input" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "Font" "defaultverysmall" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Label3" + { + "ControlName" "Label" + "fieldName" "Label3" + "xpos" "714" + "ypos" "25" + "wide" "100" + "tall" "14" + "autoResize" "0" + "pinCorner" "1" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "F3 - toggle visibility" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "Font" "defaultverysmall" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Button3" + { + "ControlName" "Button" + "fieldName" "Button3" + "xpos" "245" + "ypos" "0" + "wide" "118" + "tall" "28" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Toggle preview" + "textAlignment" "center" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "command" "preview" + "Default" "1" + } + "button_viewreset" + { + "ControlName" "Button" + "fieldName" "button_viewreset" + "xpos" "22" + "ypos" "854" + "wide" "80" + "tall" "24" + "autoResize" "0" + "pinCorner" "2" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "127 127 127 127" + "allowColorOverrides" "0" + "labelText" "View reset" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "command" "resetview" + "Default" "0" + } + "BuildModeDialog" + { + "ControlName" "BuildModeDialog" + "fieldName" "BuildModeDialog" + "xpos" "1092" + "ypos" "60" + "wide" "437" + "tall" "708" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "48 48 48 255" + "allowColorOverrides" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } +} diff --git a/mp/game/momentum/shadereditorui/vgui/shadereditor_shaderprecache.res b/mp/game/momentum/shadereditorui/vgui/shadereditor_shaderprecache.res new file mode 100644 index 0000000000..315f60a48c --- /dev/null +++ b/mp/game/momentum/shadereditorui/vgui/shadereditor_shaderprecache.res @@ -0,0 +1,375 @@ +"shadereditorui/vgui/shadereditor_shaderprecache.res" +{ + "shaderpreview" + { + "ControlName" "CShaderPrecache" + "fieldName" "shaderpreview" + "xpos" "560" + "ypos" "90" + "wide" "480" + "tall" "720" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "64 64 64 196" + "allowColorOverrides" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } + "frame_topGrip" + { + "ControlName" "Panel" + "fieldName" "frame_topGrip" + "xpos" "8" + "ypos" "0" + "wide" "464" + "tall" "5" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_bottomGrip" + { + "ControlName" "Panel" + "fieldName" "frame_bottomGrip" + "xpos" "8" + "ypos" "715" + "wide" "454" + "tall" "5" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_leftGrip" + { + "ControlName" "Panel" + "fieldName" "frame_leftGrip" + "xpos" "0" + "ypos" "8" + "wide" "5" + "tall" "704" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_rightGrip" + { + "ControlName" "Panel" + "fieldName" "frame_rightGrip" + "xpos" "475" + "ypos" "8" + "wide" "5" + "tall" "694" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_tlGrip" + { + "ControlName" "Panel" + "fieldName" "frame_tlGrip" + "xpos" "0" + "ypos" "0" + "wide" "8" + "tall" "8" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_trGrip" + { + "ControlName" "Panel" + "fieldName" "frame_trGrip" + "xpos" "472" + "ypos" "0" + "wide" "8" + "tall" "8" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_blGrip" + { + "ControlName" "Panel" + "fieldName" "frame_blGrip" + "xpos" "0" + "ypos" "712" + "wide" "8" + "tall" "8" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_brGrip" + { + "ControlName" "Panel" + "fieldName" "frame_brGrip" + "xpos" "462" + "ypos" "702" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_caption" + { + "ControlName" "Panel" + "fieldName" "frame_caption" + "xpos" "0" + "ypos" "0" + "wide" "470" + "tall" "23" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 196" + "allowColorOverrides" "0" + } + "frame_minimize" + { + "ControlName" "Button" + "fieldName" "frame_minimize" + "xpos" "0" + "ypos" "0" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "0" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "0" + "textAlignment" "north-west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "2" + "textinsety" "1" + "Default" "0" + } + "frame_maximize" + { + "ControlName" "Button" + "fieldName" "frame_maximize" + "xpos" "0" + "ypos" "0" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "0" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "1" + "textAlignment" "north-west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "2" + "textinsety" "1" + "Default" "0" + } + "frame_mintosystray" + { + "ControlName" "Button" + "fieldName" "frame_mintosystray" + "xpos" "0" + "ypos" "0" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "0" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "o" + "textAlignment" "north-west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "2" + "textinsety" "1" + "command" "MinimizeToSysTray" + "Default" "0" + } + "frame_close" + { + "ControlName" "Button" + "fieldName" "frame_close" + "xpos" "455" + "ypos" "8" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "r" + "textAlignment" "north-west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "2" + "textinsety" "1" + "Default" "0" + } + "frame_menu" + { + "ControlName" "FrameSystemButton" + "fieldName" "frame_menu" + "xpos" "7" + "ypos" "8" + "wide" "18" + "tall" "18" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + "Default" "0" + } + "shaderlist" + { + "ControlName" "PanelListPanel" + "fieldName" "shaderlist" + "xpos" "10" + "ypos" "51" + "wide" "460" + "tall" "660" + "autoResize" "3" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 128" + "allowColorOverrides" "0" + } + "check_reloadcache" + { + "ControlName" "CheckButton" + "fieldName" "check_reloadcache" + "xpos" "150" + "ypos" "24" + "wide" "180" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Reload cache on close" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "Default" "0" + } + "Button1" + { + "ControlName" "Button" + "fieldName" "Button1" + "xpos" "10" + "ypos" "24" + "wide" "128" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Add shader" + "textAlignment" "center" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "command" "addshader" + "Default" "1" + } + "BuildModeDialog" + { + "ControlName" "BuildModeDialog" + "fieldName" "BuildModeDialog" + "xpos" "894" + "ypos" "42" + "wide" "437" + "tall" "708" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "96 96 96 255" + "allowColorOverrides" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } +} diff --git a/mp/game/momentum/shadereditorui/vgui/sheet_array.res b/mp/game/momentum/shadereditorui/vgui/sheet_array.res new file mode 100644 index 0000000000..d57939923a --- /dev/null +++ b/mp/game/momentum/shadereditorui/vgui/sheet_array.res @@ -0,0 +1,367 @@ +"shadereditorui/vgui/sheet_array.res" +{ + "asize_x" + { + "ControlName" "TextEntry" + "fieldName" "asize_x" + "xpos" "30" + "ypos" "15" + "wide" "32" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 128" + "allowColorOverrides" "0" + "textHidden" "0" + "editable" "1" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + "TokenChannels" "0" + } + "asize_y" + { + "ControlName" "TextEntry" + "fieldName" "asize_y" + "xpos" "30" + "ypos" "50" + "wide" "32" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 128" + "allowColorOverrides" "0" + "textHidden" "0" + "editable" "1" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + "TokenChannels" "0" + } + "gauss_bias" + { + "ControlName" "TextEntry" + "fieldName" "gauss_bias" + "xpos" "327" + "ypos" "15" + "wide" "64" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 128" + "allowColorOverrides" "0" + "textHidden" "0" + "editable" "1" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + "TokenChannels" "0" + } + "ran_min" + { + "ControlName" "TextEntry" + "fieldName" "ran_min" + "xpos" "258" + "ypos" "50" + "wide" "64" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 128" + "allowColorOverrides" "0" + "textHidden" "0" + "editable" "1" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + "TokenChannels" "0" + } + "ran_max" + { + "ControlName" "TextEntry" + "fieldName" "ran_max" + "xpos" "327" + "ypos" "50" + "wide" "64" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 128" + "allowColorOverrides" "0" + "textHidden" "0" + "editable" "1" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + "TokenChannels" "0" + } + "cbox_datatype" + { + "ControlName" "ComboBox" + "fieldName" "cbox_datatype" + "xpos" "131" + "ypos" "50" + "wide" "70" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 128" + "allowColorOverrides" "0" + "textHidden" "0" + "editable" "0" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + "TokenChannels" "0" + } + "array_panel" + { + "ControlName" "PanelListPanel" + "fieldName" "array_panel" + "xpos" "10" + "ypos" "80" + "wide" "440" + "tall" "220" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 128" + "allowColorOverrides" "0" + } + "Label1" + { + "ControlName" "Label" + "fieldName" "Label1" + "xpos" "1" + "ypos" "15" + "wide" "28" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "SX:" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Label2" + { + "ControlName" "Label" + "fieldName" "Label2" + "xpos" "1" + "ypos" "50" + "wide" "28" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "SY:" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Label3" + { + "ControlName" "Label" + "fieldName" "Label3" + "xpos" "65" + "ypos" "50" + "wide" "66" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Datatype:" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Button1" + { + "ControlName" "Button" + "fieldName" "Button1" + "xpos" "82" + "ypos" "15" + "wide" "120" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Update bounds" + "textAlignment" "center" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "command" "update_array" + "Default" "0" + } + "Button2" + { + "ControlName" "Button" + "fieldName" "Button2" + "xpos" "395" + "ypos" "15" + "wide" "64" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "160 160 160 255" + "allowColorOverrides" "0" + "labelText" "Gaussian" + "textAlignment" "center" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "command" "fill_gauss" + "Default" "0" + } + "Button3" + { + "ControlName" "Button" + "fieldName" "Button3" + "xpos" "395" + "ypos" "50" + "wide" "64" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Random" + "textAlignment" "center" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "command" "fill_random" + "Default" "0" + } + "Label4" + { + "ControlName" "Label" + "fieldName" "Label4" + "xpos" "258" + "ypos" "15" + "wide" "64" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Bias:" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Label5" + { + "ControlName" "Label" + "fieldName" "Label5" + "xpos" "211" + "ypos" "32" + "wide" "40" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Fill:" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "BuildModeDialog" + { + "ControlName" "BuildModeDialog" + "fieldName" "BuildModeDialog" + "xpos" "97" + "ypos" "195" + "wide" "421" + "tall" "604" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "96 96 96 255" + "allowColorOverrides" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } +} diff --git a/mp/game/momentum/shadereditorui/vgui/sheet_callback.res b/mp/game/momentum/shadereditorui/vgui/sheet_callback.res new file mode 100644 index 0000000000..8b3d49b996 --- /dev/null +++ b/mp/game/momentum/shadereditorui/vgui/sheet_callback.res @@ -0,0 +1,60 @@ +"shadereditorui/sheet_callback.res" +{ + "cbox_callbacks" + { + "ControlName" "ComboBox" + "fieldName" "cbox_callbacks" + "xpos" "25" + "ypos" "60" + "wide" "196" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "textHidden" "0" + "editable" "0" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + } + "BuildModeDialog" + { + "ControlName" "BuildModeDialog" + "fieldName" "BuildModeDialog" + "xpos" "41" + "ypos" "102" + "wide" "495" + "tall" "657" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } + "Label1" + { + "ControlName" "Label" + "fieldName" "Label1" + "xpos" "25" + "ypos" "30" + "wide" "196" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "labelText" "Callback name:" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } +} diff --git a/mp/game/momentum/shadereditorui/vgui/sheet_cmatrix.res b/mp/game/momentum/shadereditorui/vgui/sheet_cmatrix.res new file mode 100644 index 0000000000..10bb7d9c69 --- /dev/null +++ b/mp/game/momentum/shadereditorui/vgui/sheet_cmatrix.res @@ -0,0 +1,67 @@ +"shadereditorui/vgui/sheet_cmatrix.res" +{ + "cbox_mtype" + { + "ControlName" "ComboBox" + "fieldName" "cbox_mtype" + "xpos" "25" + "ypos" "70" + "wide" "128" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 128" + "allowColorOverrides" "0" + "textHidden" "0" + "editable" "0" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + "TokenChannels" "0" + } + "BuildModeDialog" + { + "ControlName" "BuildModeDialog" + "fieldName" "BuildModeDialog" + "xpos" "42" + "ypos" "75" + "wide" "489" + "tall" "799" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "96 96 96 255" + "allowColorOverrides" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } + "Label1" + { + "ControlName" "Label" + "fieldName" "Label1" + "xpos" "25" + "ypos" "30" + "wide" "128" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Matrix type:" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } +} diff --git a/mp/game/momentum/shadereditorui/vgui/sheet_combo.res b/mp/game/momentum/shadereditorui/vgui/sheet_combo.res new file mode 100644 index 0000000000..38bd63276e --- /dev/null +++ b/mp/game/momentum/shadereditorui/vgui/sheet_combo.res @@ -0,0 +1,165 @@ +"shadereditorui/sheet_combo.res" +{ + "cbox_condition" + { + "ControlName" "ComboBox" + "fieldName" "cbox_condition" + "xpos" "222" + "ypos" "60" + "wide" "96" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "textHidden" "0" + "editable" "0" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + } + "text_cname" + { + "ControlName" "TextEntry" + "fieldName" "text_cname" + "xpos" "25" + "ypos" "60" + "wide" "128" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "textHidden" "0" + "editable" "1" + "maxchars" "20" + "NumericInputOnly" "0" + "unicode" "0" + } + "text_cvar" + { + "ControlName" "TextEntry" + "fieldName" "text_cvar" + "xpos" "375" + "ypos" "60" + "wide" "64" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "textHidden" "0" + "editable" "1" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + } + "check_static" + { + "ControlName" "CheckButton" + "fieldName" "check_static" + "xpos" "25" + "ypos" "100" + "wide" "128" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "labelText" "Is static" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "Default" "0" + } + "BuildModeDialog" + { + "ControlName" "BuildModeDialog" + "fieldName" "BuildModeDialog" + "xpos" "41" + "ypos" "102" + "wide" "495" + "tall" "657" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } + "Label1" + { + "ControlName" "Label" + "fieldName" "Label1" + "xpos" "25" + "ypos" "30" + "wide" "128" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "labelText" "Combo name" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Label2" + { + "ControlName" "Label" + "fieldName" "Label2" + "xpos" "222" + "ypos" "30" + "wide" "96" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "labelText" "Condition" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Label3" + { + "ControlName" "Label" + "fieldName" "Label3" + "xpos" "375" + "ypos" "30" + "wide" "64" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "labelText" "Value" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } +} diff --git a/mp/game/momentum/shadereditorui/vgui/sheet_comment.res b/mp/game/momentum/shadereditorui/vgui/sheet_comment.res new file mode 100644 index 0000000000..349978512a --- /dev/null +++ b/mp/game/momentum/shadereditorui/vgui/sheet_comment.res @@ -0,0 +1,67 @@ +"shadereditorui/vgui/sheet_comment.res" +{ + "constantvalues" + { + "ControlName" "TextEntry" + "fieldName" "constantvalues" + "xpos" "30" + "ypos" "60" + "wide" "400" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "96 96 0 128" + "allowColorOverrides" "1" + "textHidden" "0" + "editable" "1" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + "TokenChannels" "1" + } + "BuildModeDialog" + { + "ControlName" "BuildModeDialog" + "fieldName" "BuildModeDialog" + "xpos" "1092" + "ypos" "60" + "wide" "437" + "tall" "708" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "48 48 48 255" + "allowColorOverrides" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } + "Label1" + { + "ControlName" "Label" + "fieldName" "Label1" + "xpos" "30" + "ypos" "30" + "wide" "200" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Border color" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } +} diff --git a/mp/game/momentum/shadereditorui/vgui/sheet_condition.res b/mp/game/momentum/shadereditorui/vgui/sheet_condition.res new file mode 100644 index 0000000000..3cbc61b3e5 --- /dev/null +++ b/mp/game/momentum/shadereditorui/vgui/sheet_condition.res @@ -0,0 +1,115 @@ +"shadereditorui/vgui/sheet_condition.res" +{ + "cbox_condition" + { + "ControlName" "ComboBox" + "fieldName" "cbox_condition" + "xpos" "65" + "ypos" "60" + "wide" "96" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 128" + "allowColorOverrides" "0" + "textHidden" "0" + "editable" "0" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + "TokenChannels" "0" + } + "Label1" + { + "ControlName" "Label" + "fieldName" "Label1" + "xpos" "30" + "ypos" "60" + "wide" "20" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "A" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Label2" + { + "ControlName" "Label" + "fieldName" "Label2" + "xpos" "190" + "ypos" "60" + "wide" "64" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "B" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Label3" + { + "ControlName" "Label" + "fieldName" "Label3" + "xpos" "65" + "ypos" "30" + "wide" "80" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Condition" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "BuildModeDialog" + { + "ControlName" "BuildModeDialog" + "fieldName" "BuildModeDialog" + "xpos" "97" + "ypos" "195" + "wide" "421" + "tall" "604" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "68 68 68 255" + "allowColorOverrides" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } +} diff --git a/mp/game/momentum/shadereditorui/vgui/sheet_constant.res b/mp/game/momentum/shadereditorui/vgui/sheet_constant.res new file mode 100644 index 0000000000..27a5943855 --- /dev/null +++ b/mp/game/momentum/shadereditorui/vgui/sheet_constant.res @@ -0,0 +1,67 @@ +"shadereditorui/vgui/sheet_constant.res" +{ + "constantvalues" + { + "ControlName" "TextEntry" + "fieldName" "constantvalues" + "xpos" "25" + "ypos" "60" + "wide" "410" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "96 96 0 128" + "allowColorOverrides" "1" + "textHidden" "0" + "editable" "1" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + "TokenChannels" "1" + } + "Label1" + { + "ControlName" "Label" + "fieldName" "Label1" + "xpos" "25" + "ypos" "30" + "wide" "128" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Values:" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "BuildModeDialog" + { + "ControlName" "BuildModeDialog" + "fieldName" "BuildModeDialog" + "xpos" "1004" + "ypos" "184" + "wide" "476" + "tall" "657" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "67 67 67 255" + "allowColorOverrides" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } +} diff --git a/mp/game/momentum/shadereditorui/vgui/sheet_custom_code.res b/mp/game/momentum/shadereditorui/vgui/sheet_custom_code.res new file mode 100644 index 0000000000..52a3100e47 --- /dev/null +++ b/mp/game/momentum/shadereditorui/vgui/sheet_custom_code.res @@ -0,0 +1,260 @@ +"shadereditorui/vgui/sheet_custom_code.res" +{ + "function_name" + { + "ControlName" "TextEntry" + "fieldName" "function_name" + "xpos" "146" + "ypos" "116" + "wide" "296" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 128" + "allowColorOverrides" "0" + "textHidden" "0" + "editable" "1" + "maxchars" "32" + "NumericInputOnly" "0" + "unicode" "0" + "TokenChannels" "0" + } + "file_path" + { + "ControlName" "Label" + "fieldName" "file_path" + "xpos" "22" + "ypos" "20" + "wide" "420" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "-" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "check_inline" + { + "ControlName" "CheckButton" + "fieldName" "check_inline" + "xpos" "284" + "ypos" "50" + "wide" "164" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Save in canvas" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "Default" "0" + } + "check_lighting_ps" + { + "ControlName" "CheckButton" + "fieldName" "check_lighting_ps" + "xpos" "22" + "ypos" "215" + "wide" "256" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "160 160 160 255" + "allowColorOverrides" "0" + "labelText" "Add pixel shader lighting" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "Default" "0" + } + "check_lighting_vs" + { + "ControlName" "CheckButton" + "fieldName" "check_lighting_vs" + "xpos" "22" + "ypos" "245" + "wide" "256" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Add vertex shader lighting" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "Default" "0" + } + "but_editcode" + { + "ControlName" "Button" + "fieldName" "but_editcode" + "xpos" "22" + "ypos" "156" + "wide" "420" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Edit code" + "textAlignment" "center" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "command" "editcode" + "Default" "0" + } + "Label1" + { + "ControlName" "Label" + "fieldName" "Label1" + "xpos" "22" + "ypos" "116" + "wide" "110" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Function name:" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "button_load" + { + "ControlName" "Button" + "fieldName" "button_load" + "xpos" "22" + "ypos" "50" + "wide" "100" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "0" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Load function" + "textAlignment" "center" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "command" "load_code" + "Default" "0" + } + "button_save" + { + "ControlName" "Button" + "fieldName" "button_save" + "xpos" "132" + "ypos" "50" + "wide" "100" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "0" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Save function" + "textAlignment" "center" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "command" "save_code" + "Default" "0" + } + "Divider1" + { + "ControlName" "Divider" + "fieldName" "Divider1" + "xpos" "22" + "ypos" "94" + "wide" "420" + "tall" "2" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "96 96 96 255" + "allowColorOverrides" "0" + } + "BuildModeDialog" + { + "ControlName" "BuildModeDialog" + "fieldName" "BuildModeDialog" + "xpos" "1081" + "ypos" "157" + "wide" "437" + "tall" "708" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "70 70 70 255" + "allowColorOverrides" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } +} diff --git a/mp/game/momentum/shadereditorui/vgui/sheet_custom_code_io.res b/mp/game/momentum/shadereditorui/vgui/sheet_custom_code_io.res new file mode 100644 index 0000000000..9911017acf --- /dev/null +++ b/mp/game/momentum/shadereditorui/vgui/sheet_custom_code_io.res @@ -0,0 +1,115 @@ +"shadereditorui/vgui/sheet_custom_code_io.res" +{ + "list_data_parent" + { + "ControlName" "PanelListPanel" + "fieldName" "list_data_parent" + "xpos" "22" + "ypos" "60" + "wide" "420" + "tall" "230" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 128" + "allowColorOverrides" "0" + } + "but_addoutput" + { + "ControlName" "Button" + "fieldName" "but_addoutput" + "xpos" "130" + "ypos" "18" + "wide" "96" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Add output" + "textAlignment" "center" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "command" "addoutput" + "Default" "0" + } + "Button1" + { + "ControlName" "Button" + "fieldName" "Button1" + "xpos" "22" + "ypos" "18" + "wide" "96" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Add input" + "textAlignment" "center" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "command" "addinput" + "Default" "0" + } + "BuildModeDialog" + { + "ControlName" "BuildModeDialog" + "fieldName" "BuildModeDialog" + "xpos" "1039" + "ypos" "79" + "wide" "437" + "tall" "708" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "96 96 96 255" + "allowColorOverrides" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } + "Button2" + { + "ControlName" "Button" + "fieldName" "Button2" + "xpos" "345" + "ypos" "18" + "wide" "96" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Reset" + "textAlignment" "center" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "command" "resetio" + "Default" "0" + } +} diff --git a/mp/game/momentum/shadereditorui/vgui/sheet_fbtexelsize.res b/mp/game/momentum/shadereditorui/vgui/sheet_fbtexelsize.res new file mode 100644 index 0000000000..27b1aaee62 --- /dev/null +++ b/mp/game/momentum/shadereditorui/vgui/sheet_fbtexelsize.res @@ -0,0 +1,67 @@ +"shadereditorui/vgui/sheet_fbtexelsize.res" +{ + "fbscaling" + { + "ControlName" "ComboBox" + "fieldName" "fbscaling" + "xpos" "30" + "ypos" "60" + "wide" "128" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 128" + "allowColorOverrides" "0" + "textHidden" "0" + "editable" "0" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + "TokenChannels" "0" + } + "BuildModeDialog" + { + "ControlName" "BuildModeDialog" + "fieldName" "BuildModeDialog" + "xpos" "1091" + "ypos" "82" + "wide" "437" + "tall" "708" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "96 96 96 255" + "allowColorOverrides" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } + "Label1" + { + "ControlName" "Label" + "fieldName" "Label1" + "xpos" "30" + "ypos" "20" + "wide" "128" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Texel pre-scale" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } +} diff --git a/mp/game/momentum/shadereditorui/vgui/sheet_final.res b/mp/game/momentum/shadereditorui/vgui/sheet_final.res new file mode 100644 index 0000000000..510b4b8cdf --- /dev/null +++ b/mp/game/momentum/shadereditorui/vgui/sheet_final.res @@ -0,0 +1,83 @@ +"shadereditorui/sheet_final.res" +{ + "cbox_tonemap" + { + "ControlName" "ComboBox" + "fieldName" "cbox_tonemap" + "xpos" "25" + "ypos" "60" + "wide" "128" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "textHidden" "0" + "editable" "0" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + } + "slight" + { + "ControlName" "CheckButton" + "fieldName" "slight" + "xpos" "25" + "ypos" "100" + "wide" "200" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "labelText" "Write depth to alpha" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "Default" "0" + } + "BuildModeDialog" + { + "ControlName" "BuildModeDialog" + "fieldName" "BuildModeDialog" + "xpos" "41" + "ypos" "102" + "wide" "495" + "tall" "657" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } + "Label1" + { + "ControlName" "Label" + "fieldName" "Label1" + "xpos" "25" + "ypos" "30" + "wide" "200" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "labelText" "Tonemapping scale" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } +} diff --git a/mp/game/momentum/shadereditorui/vgui/sheet_flashlight.res b/mp/game/momentum/shadereditorui/vgui/sheet_flashlight.res new file mode 100644 index 0000000000..3e794ca610 --- /dev/null +++ b/mp/game/momentum/shadereditorui/vgui/sheet_flashlight.res @@ -0,0 +1,42 @@ +"shadereditorui/sheet_flashlight.res" +{ + "check_spec" + { + "ControlName" "CheckButton" + "fieldName" "check_spec" + "xpos" "25" + "ypos" "25" + "wide" "200" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "labelText" "Do specular" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "Default" "0" + } + "BuildModeDialog" + { + "ControlName" "BuildModeDialog" + "fieldName" "BuildModeDialog" + "xpos" "41" + "ypos" "102" + "wide" "495" + "tall" "657" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } +} diff --git a/mp/game/momentum/shadereditorui/vgui/sheet_general.res b/mp/game/momentum/shadereditorui/vgui/sheet_general.res new file mode 100644 index 0000000000..0a8dfc662d --- /dev/null +++ b/mp/game/momentum/shadereditorui/vgui/sheet_general.res @@ -0,0 +1,183 @@ +"shadereditorui/vgui/sheet_general.res" +{ + "name" + { + "ControlName" "TextEntry" + "fieldName" "name" + "xpos" "30" + "ypos" "45" + "wide" "400" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 128" + "allowColorOverrides" "0" + "textHidden" "0" + "editable" "1" + "maxchars" "32" + "NumericInputOnly" "0" + "unicode" "0" + "TokenChannels" "0" + } + "preview" + { + "ControlName" "CheckButton" + "fieldName" "preview" + "xpos" "30" + "ypos" "80" + "wide" "128" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Show Preview" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "Default" "0" + } + "label_name" + { + "ControlName" "Label" + "fieldName" "label_name" + "xpos" "30" + "ypos" "120" + "wide" "400" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Divide" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "label_info" + { + "ControlName" "Label" + "fieldName" "label_info" + "xpos" "30" + "ypos" "150" + "wide" "400" + "tall" "80" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "This node is used to divide two inputs. + +Output: The division of the two inputs. The datatype is determined by said inputs." + "textAlignment" "north-west" + "dulltext" "0" + "brighttext" "0" + "Font" "DefaultVerySmall" + "wrap" "1" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "label_example" + { + "ControlName" "Label" + "fieldName" "label_example" + "xpos" "30" + "ypos" "232" + "wide" "400" + "tall" "54" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Example: A / B" + "textAlignment" "south-west" + "dulltext" "0" + "brighttext" "0" + "wrap" "1" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Label1" + { + "ControlName" "Label" + "fieldName" "Label1" + "xpos" "30" + "ypos" "21" + "wide" "128" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Node name:" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "info_bg" + { + "ControlName" "Panel" + "fieldName" "info_bg" + "xpos" "18" + "ypos" "119" + "wide" "430" + "tall" "175" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "32 32 32 128" + "allowColorOverrides" "1" + } + "BuildModeDialog" + { + "ControlName" "BuildModeDialog" + "fieldName" "BuildModeDialog" + "xpos" "1092" + "ypos" "60" + "wide" "437" + "tall" "708" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "48 48 48 255" + "allowColorOverrides" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } +} diff --git a/mp/game/momentum/shadereditorui/vgui/sheet_lightscale.res b/mp/game/momentum/shadereditorui/vgui/sheet_lightscale.res new file mode 100644 index 0000000000..decdc2dbc9 --- /dev/null +++ b/mp/game/momentum/shadereditorui/vgui/sheet_lightscale.res @@ -0,0 +1,60 @@ +"shadereditorui/sheet_lightscale.res" +{ + "cbox_lightscale" + { + "ControlName" "ComboBox" + "fieldName" "cbox_lightscale" + "xpos" "25" + "ypos" "60" + "wide" "128" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "textHidden" "0" + "editable" "0" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + } + "Label1" + { + "ControlName" "Label" + "fieldName" "Label1" + "xpos" "25" + "ypos" "30" + "wide" "200" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "labelText" "Lightscale type:" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "BuildModeDialog" + { + "ControlName" "BuildModeDialog" + "fieldName" "BuildModeDialog" + "xpos" "41" + "ypos" "102" + "wide" "495" + "tall" "657" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } +} diff --git a/mp/game/momentum/shadereditorui/vgui/sheet_loop.res b/mp/game/momentum/shadereditorui/vgui/sheet_loop.res new file mode 100644 index 0000000000..7616cbe149 --- /dev/null +++ b/mp/game/momentum/shadereditorui/vgui/sheet_loop.res @@ -0,0 +1,142 @@ +"shadereditorui/sheet_loop.res" +{ + "cbox_condition" + { + "ControlName" "ComboBox" + "fieldName" "cbox_condition" + "xpos" "182" + "ypos" "70" + "wide" "96" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "textHidden" "0" + "editable" "0" + "maxchars" "3" + "NumericInputOnly" "0" + "unicode" "0" + } + "text_start" + { + "ControlName" "TextEntry" + "fieldName" "text_start" + "xpos" "50" + "ypos" "70" + "wide" "64" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "textHidden" "0" + "editable" "1" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + } + "text_end" + { + "ControlName" "TextEntry" + "fieldName" "text_end" + "xpos" "345" + "ypos" "70" + "wide" "64" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "textHidden" "0" + "editable" "1" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + } + "Label1" + { + "ControlName" "Label" + "fieldName" "Label1" + "xpos" "50" + "ypos" "30" + "wide" "96" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "labelText" "Start value" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Label2" + { + "ControlName" "Label" + "fieldName" "Label2" + "xpos" "182" + "ypos" "30" + "wide" "96" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "labelText" "Condition" + "textAlignment" "center" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Label3" + { + "ControlName" "Label" + "fieldName" "Label3" + "xpos" "300" + "ypos" "30" + "wide" "110" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "labelText" "Compare value" + "textAlignment" "east" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "BuildModeDialog" + { + "ControlName" "BuildModeDialog" + "fieldName" "BuildModeDialog" + "xpos" "78" + "ypos" "145" + "wide" "495" + "tall" "658" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } +} diff --git a/mp/game/momentum/shadereditorui/vgui/sheet_mcompose.res b/mp/game/momentum/shadereditorui/vgui/sheet_mcompose.res new file mode 100644 index 0000000000..0d519c5b88 --- /dev/null +++ b/mp/game/momentum/shadereditorui/vgui/sheet_mcompose.res @@ -0,0 +1,61 @@ +"shadereditorui/sheet_mcompose.res" +{ + "cbox_mtype" + { + "ControlName" "ComboBox" + "fieldName" "cbox_mtype" + "xpos" "25" + "ypos" "30" + "wide" "128" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "textHidden" "0" + "editable" "0" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + } + "check_columns" + { + "ControlName" "CheckButton" + "fieldName" "check_columns" + "xpos" "25" + "ypos" "60" + "wide" "200" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "labelText" "Write columns first" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "Default" "0" + } + "BuildModeDialog" + { + "ControlName" "BuildModeDialog" + "fieldName" "BuildModeDialog" + "xpos" "41" + "ypos" "102" + "wide" "495" + "tall" "657" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } +} diff --git a/mp/game/momentum/shadereditorui/vgui/sheet_multiply.res b/mp/game/momentum/shadereditorui/vgui/sheet_multiply.res new file mode 100644 index 0000000000..92f78bafac --- /dev/null +++ b/mp/game/momentum/shadereditorui/vgui/sheet_multiply.res @@ -0,0 +1,46 @@ +"shadereditorui/vgui/sheet_multiply.res" +{ + "rotationmatrix" + { + "ControlName" "CheckButton" + "fieldName" "rotationmatrix" + "xpos" "25" + "ypos" "30" + "wide" "200" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Matrix rotation only" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "Default" "0" + } + "BuildModeDialog" + { + "ControlName" "BuildModeDialog" + "fieldName" "BuildModeDialog" + "xpos" "42" + "ypos" "75" + "wide" "489" + "tall" "799" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "96 96 96 255" + "allowColorOverrides" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } +} diff --git a/mp/game/momentum/shadereditorui/vgui/sheet_parallax.res b/mp/game/momentum/shadereditorui/vgui/sheet_parallax.res new file mode 100644 index 0000000000..bd6d2b35ff --- /dev/null +++ b/mp/game/momentum/shadereditorui/vgui/sheet_parallax.res @@ -0,0 +1,255 @@ +"shadereditorui/vgui/sheet_parallax.res" +{ + "samp_min" + { + "ControlName" "TextEntry" + "fieldName" "samp_min" + "xpos" "25" + "ypos" "115" + "wide" "64" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 128" + "allowColorOverrides" "0" + "textHidden" "0" + "editable" "1" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + "TokenChannels" "0" + } + "samp_max" + { + "ControlName" "TextEntry" + "fieldName" "samp_max" + "xpos" "130" + "ypos" "115" + "wide" "64" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 128" + "allowColorOverrides" "0" + "textHidden" "0" + "editable" "1" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + "TokenChannels" "0" + } + "samp_binary" + { + "ControlName" "TextEntry" + "fieldName" "samp_binary" + "xpos" "235" + "ypos" "115" + "wide" "64" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 128" + "allowColorOverrides" "0" + "textHidden" "0" + "editable" "1" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + "TokenChannels" "0" + } + "check_deptht" + { + "ControlName" "CheckButton" + "fieldName" "check_deptht" + "xpos" "25" + "ypos" "165" + "wide" "200" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Calc Geometry offset" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "Default" "0" + } + "check_grad" + { + "ControlName" "CheckButton" + "fieldName" "check_grad" + "xpos" "25" + "ypos" "195" + "wide" "200" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Use gradient lookup" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "Default" "0" + } + "cbox_mode" + { + "ControlName" "ComboBox" + "fieldName" "cbox_mode" + "xpos" "25" + "ypos" "25" + "wide" "200" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 128" + "allowColorOverrides" "0" + "textHidden" "0" + "editable" "0" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + "TokenChannels" "0" + } + "Label1" + { + "ControlName" "Label" + "fieldName" "Label1" + "xpos" "25" + "ypos" "60" + "wide" "200" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Heightmap samples:" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Label2" + { + "ControlName" "Label" + "fieldName" "Label2" + "xpos" "25" + "ypos" "90" + "wide" "64" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Min" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Label3" + { + "ControlName" "Label" + "fieldName" "Label3" + "xpos" "130" + "ypos" "90" + "wide" "64" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Max" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Label4" + { + "ControlName" "Label" + "fieldName" "Label4" + "xpos" "235" + "ypos" "90" + "wide" "64" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Binary" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "BuildModeDialog" + { + "ControlName" "BuildModeDialog" + "fieldName" "BuildModeDialog" + "xpos" "84" + "ypos" "151" + "wide" "437" + "tall" "708" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "96 96 96 255" + "allowColorOverrides" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } +} diff --git a/mp/game/momentum/shadereditorui/vgui/sheet_pp_clear_buffers.res b/mp/game/momentum/shadereditorui/vgui/sheet_pp_clear_buffers.res new file mode 100644 index 0000000000..d1a6959b7e --- /dev/null +++ b/mp/game/momentum/shadereditorui/vgui/sheet_pp_clear_buffers.res @@ -0,0 +1,117 @@ +"shadereditorui/vgui/sheet_pp_clear_buffers.res" +{ + "check_do_col" + { + "ControlName" "CheckButton" + "fieldName" "check_do_col" + "xpos" "30" + "ypos" "120" + "wide" "128" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Clear color" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "Default" "0" + } + "check_do_depth" + { + "ControlName" "CheckButton" + "fieldName" "check_do_depth" + "xpos" "30" + "ypos" "150" + "wide" "128" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Clear depth" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "Default" "0" + } + "constantvalues" + { + "ControlName" "TextEntry" + "fieldName" "constantvalues" + "xpos" "30" + "ypos" "75" + "wide" "400" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "96 96 0 128" + "allowColorOverrides" "1" + "textHidden" "0" + "editable" "1" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + "TokenChannels" "1" + } + "Label1" + { + "ControlName" "Label" + "fieldName" "Label1" + "xpos" "30" + "ypos" "30" + "wide" "256" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Clear color (normalized values)" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "BuildModeDialog" + { + "ControlName" "BuildModeDialog" + "fieldName" "BuildModeDialog" + "xpos" "1091" + "ypos" "82" + "wide" "437" + "tall" "708" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "96 96 96 255" + "allowColorOverrides" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } +} diff --git a/mp/game/momentum/shadereditorui/vgui/sheet_pp_drawmat.res b/mp/game/momentum/shadereditorui/vgui/sheet_pp_drawmat.res new file mode 100644 index 0000000000..edd8dbb229 --- /dev/null +++ b/mp/game/momentum/shadereditorui/vgui/sheet_pp_drawmat.res @@ -0,0 +1,526 @@ +"shadereditorui/vgui/sheet_pp_drawmat.res" +{ + "cbox_sizingrt" + { + "ControlName" "ComboBox" + "fieldName" "cbox_sizingrt" + "xpos" "40" + "ypos" "50" + "wide" "160" + "tall" "24" + "AutoResize" "0" + "PinCorner" "0" + "visible" "1" + "enabled" "0" + "tabPosition" "0" + "bgcolor" "0 0 0 128" + "allowColorOverrides" "0" + "textHidden" "0" + "editable" "0" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + "TokenChannels" "0" + } + "cbox_sizingsrc" + { + "ControlName" "ComboBox" + "fieldName" "cbox_sizingsrc" + "xpos" "40" + "ypos" "120" + "wide" "160" + "tall" "24" + "AutoResize" "0" + "PinCorner" "0" + "visible" "1" + "enabled" "0" + "tabPosition" "0" + "bgcolor" "0 0 0 128" + "allowColorOverrides" "0" + "textHidden" "0" + "editable" "0" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + "TokenChannels" "0" + } + "checkpushtg" + { + "ControlName" "CheckButton" + "fieldName" "checkpushtg" + "xpos" "230" + "ypos" "50" + "wide" "200" + "tall" "24" + "AutoResize" "0" + "PinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "bgcolor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Push target for rendering" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "default" "0" + } + "compensate_dest_x" + { + "ControlName" "TextEntry" + "fieldName" "compensate_dest_x" + "xpos" "25" + "ypos" "225" + "wide" "96" + "tall" "24" + "AutoResize" "0" + "PinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "bgcolor" "0 0 0 128" + "allowColorOverrides" "0" + "textHidden" "0" + "editable" "1" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + "TokenChannels" "0" + } + "compensate_dest_y" + { + "ControlName" "TextEntry" + "fieldName" "compensate_dest_y" + "xpos" "125" + "ypos" "225" + "wide" "96" + "tall" "24" + "AutoResize" "0" + "PinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "bgcolor" "0 0 0 128" + "allowColorOverrides" "0" + "textHidden" "0" + "editable" "1" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + "TokenChannels" "0" + } + "compensate_dest_w" + { + "ControlName" "TextEntry" + "fieldName" "compensate_dest_w" + "xpos" "25" + "ypos" "275" + "wide" "96" + "tall" "24" + "AutoResize" "0" + "PinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "bgcolor" "0 0 0 128" + "allowColorOverrides" "0" + "textHidden" "0" + "editable" "1" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + "TokenChannels" "0" + } + "compensate_dest_h" + { + "ControlName" "TextEntry" + "fieldName" "compensate_dest_h" + "xpos" "125" + "ypos" "275" + "wide" "96" + "tall" "24" + "AutoResize" "0" + "PinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "bgcolor" "0 0 0 128" + "allowColorOverrides" "0" + "textHidden" "0" + "editable" "1" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + "TokenChannels" "0" + } + "compensate_src_x0" + { + "ControlName" "TextEntry" + "fieldName" "compensate_src_x0" + "xpos" "235" + "ypos" "175" + "wide" "96" + "tall" "24" + "AutoResize" "0" + "PinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "bgcolor" "0 0 0 128" + "allowColorOverrides" "0" + "textHidden" "0" + "editable" "1" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + "TokenChannels" "0" + } + "compensate_src_y0" + { + "ControlName" "TextEntry" + "fieldName" "compensate_src_y0" + "xpos" "335" + "ypos" "175" + "wide" "96" + "tall" "24" + "AutoResize" "0" + "PinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "bgcolor" "0 0 0 128" + "allowColorOverrides" "0" + "textHidden" "0" + "editable" "1" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + "TokenChannels" "0" + } + "compensate_sourceuv_x" + { + "ControlName" "TextEntry" + "fieldName" "compensate_sourceuv_x" + "xpos" "235" + "ypos" "225" + "wide" "96" + "tall" "24" + "AutoResize" "0" + "PinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "bgcolor" "0 0 0 128" + "allowColorOverrides" "0" + "textHidden" "0" + "editable" "1" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + "TokenChannels" "0" + } + "compensate_sourceuv_y" + { + "ControlName" "TextEntry" + "fieldName" "compensate_sourceuv_y" + "xpos" "335" + "ypos" "225" + "wide" "96" + "tall" "24" + "AutoResize" "0" + "PinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "bgcolor" "0 0 0 128" + "allowColorOverrides" "0" + "textHidden" "0" + "editable" "1" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + "TokenChannels" "0" + } + "compensate_src_w" + { + "ControlName" "TextEntry" + "fieldName" "compensate_src_w" + "xpos" "235" + "ypos" "275" + "wide" "96" + "tall" "24" + "AutoResize" "0" + "PinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "bgcolor" "0 0 0 128" + "allowColorOverrides" "0" + "textHidden" "0" + "editable" "1" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + "TokenChannels" "0" + } + "compensate_src_h" + { + "ControlName" "TextEntry" + "fieldName" "compensate_src_h" + "xpos" "335" + "ypos" "275" + "wide" "96" + "tall" "24" + "AutoResize" "0" + "PinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "bgcolor" "0 0 0 128" + "allowColorOverrides" "0" + "textHidden" "0" + "editable" "1" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + "TokenChannels" "0" + } + "Label1" + { + "ControlName" "Label" + "fieldName" "Label1" + "xpos" "40" + "ypos" "20" + "wide" "160" + "tall" "24" + "AutoResize" "0" + "PinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "bgcolor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Reference target RT" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Label2" + { + "ControlName" "Label" + "fieldName" "Label2" + "xpos" "40" + "ypos" "90" + "wide" "160" + "tall" "24" + "AutoResize" "0" + "PinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "bgcolor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Reference source RT" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Label3" + { + "ControlName" "Label" + "fieldName" "Label3" + "xpos" "25" + "ypos" "170" + "wide" "200" + "tall" "24" + "AutoResize" "0" + "PinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "bgcolor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Destination offset (absolute)" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Label4" + { + "ControlName" "Label" + "fieldName" "Label4" + "xpos" "25" + "ypos" "250" + "wide" "200" + "tall" "24" + "AutoResize" "0" + "PinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "bgcolor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "width/height" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Label5" + { + "ControlName" "Label" + "fieldName" "Label5" + "xpos" "25" + "ypos" "200" + "wide" "200" + "tall" "24" + "AutoResize" "0" + "PinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "bgcolor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "position x/y" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Label6" + { + "ControlName" "Label" + "fieldName" "Label6" + "xpos" "235" + "ypos" "120" + "wide" "200" + "tall" "24" + "AutoResize" "0" + "PinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "bgcolor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Source offset" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Label7" + { + "ControlName" "Label" + "fieldName" "Label7" + "xpos" "235" + "ypos" "150" + "wide" "200" + "tall" "24" + "AutoResize" "0" + "PinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "bgcolor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "UV x0/y0" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Label8" + { + "ControlName" "Label" + "fieldName" "Label8" + "xpos" "235" + "ypos" "200" + "wide" "200" + "tall" "24" + "AutoResize" "0" + "PinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "bgcolor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "UV x1/y1" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Label9" + { + "ControlName" "Label" + "fieldName" "Label9" + "xpos" "235" + "ypos" "250" + "wide" "200" + "tall" "24" + "AutoResize" "0" + "PinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "bgcolor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "width/height" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "BuildModeDialog" + { + "ControlName" "BuildModeDialog" + "fieldName" "BuildModeDialog" + "xpos" "1066" + "ypos" "61" + "wide" "341" + "tall" "583" + "AutoResize" "0" + "PinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "bgcolor" "48 48 48 255" + "allowColorOverrides" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } +} diff --git a/mp/game/momentum/shadereditorui/vgui/sheet_pp_mat.res b/mp/game/momentum/shadereditorui/vgui/sheet_pp_mat.res new file mode 100644 index 0000000000..4b68a2e721 --- /dev/null +++ b/mp/game/momentum/shadereditorui/vgui/sheet_pp_mat.res @@ -0,0 +1,148 @@ +"shadereditorui/vgui/sheet_pp_mat.res" +{ + "check_inline" + { + "ControlName" "CheckButton" + "fieldName" "check_inline" + "xpos" "180" + "ypos" "30" + "wide" "128" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Inline material" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "Default" "0" + } + "button_load" + { + "ControlName" "Button" + "fieldName" "button_load" + "xpos" "22" + "ypos" "90" + "wide" "100" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Load material" + "textAlignment" "center" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "command" "mat_load" + "Default" "0" + } + "button_save" + { + "ControlName" "Button" + "fieldName" "button_save" + "xpos" "140" + "ypos" "90" + "wide" "100" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Save material" + "textAlignment" "center" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "command" "mat_save" + "Default" "0" + } + "label_matpath" + { + "ControlName" "Label" + "fieldName" "label_matpath" + "xpos" "22" + "ypos" "130" + "wide" "420" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "-" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Button1" + { + "ControlName" "Button" + "fieldName" "Button1" + "xpos" "22" + "ypos" "31" + "wide" "100" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Edit vmt" + "textAlignment" "center" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "command" "edit_vmt" + "Default" "0" + } + "BuildModeDialog" + { + "ControlName" "BuildModeDialog" + "fieldName" "BuildModeDialog" + "xpos" "1128" + "ypos" "112" + "wide" "437" + "tall" "708" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "96 96 96 255" + "allowColorOverrides" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } +} diff --git a/mp/game/momentum/shadereditorui/vgui/sheet_pp_rt.res b/mp/game/momentum/shadereditorui/vgui/sheet_pp_rt.res new file mode 100644 index 0000000000..a2fee9c1c7 --- /dev/null +++ b/mp/game/momentum/shadereditorui/vgui/sheet_pp_rt.res @@ -0,0 +1,83 @@ +"shadereditorui/vgui/sheet_pp_rt.res" +{ + "textentry_rtname" + { + "ControlName" "ComboBox" + "fieldName" "textentry_rtname" + "xpos" "22" + "ypos" "40" + "wide" "256" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 128" + "allowColorOverrides" "0" + "textHidden" "0" + "editable" "1" + "maxchars" "48" + "NumericInputOnly" "0" + "unicode" "0" + "TokenChannels" "0" + } + "img_ref" + { + "ControlName" "Panel" + "fieldName" "img_ref" + "xpos" "50" + "ypos" "80" + "wide" "200" + "tall" "200" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "96 96 96 255" + "allowColorOverrides" "0" + } + "Label1" + { + "ControlName" "Label" + "fieldName" "Label1" + "xpos" "22" + "ypos" "10" + "wide" "256" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Search RT by name or select from list" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "BuildModeDialog" + { + "ControlName" "BuildModeDialog" + "fieldName" "BuildModeDialog" + "xpos" "1092" + "ypos" "60" + "wide" "437" + "tall" "708" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "96 96 96 255" + "allowColorOverrides" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } +} diff --git a/mp/game/momentum/shadereditorui/vgui/sheet_pp_viewrender.res b/mp/game/momentum/shadereditorui/vgui/sheet_pp_viewrender.res new file mode 100644 index 0000000000..080a0a203e --- /dev/null +++ b/mp/game/momentum/shadereditorui/vgui/sheet_pp_viewrender.res @@ -0,0 +1,132 @@ +"shadereditorui/vgui/sheet_pp_viewrender.res" +{ + "list_options" + { + "ControlName" "PanelListPanel" + "fieldName" "list_options" + "xpos" "20" + "ypos" "85" + "wide" "420" + "tall" "205" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 128" + "allowColorOverrides" "0" + } + "cbox_vrnames" + { + "ControlName" "ComboBox" + "fieldName" "cbox_vrnames" + "xpos" "130" + "ypos" "20" + "wide" "200" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 128" + "allowColorOverrides" "0" + "textHidden" "0" + "editable" "0" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + "TokenChannels" "0" + } + "check_scenedraw" + { + "ControlName" "CheckButton" + "fieldName" "check_scenedraw" + "xpos" "130" + "ypos" "55" + "wide" "256" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Render during main scene" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "Default" "0" + } + "Label1" + { + "ControlName" "Label" + "fieldName" "Label1" + "xpos" "20" + "ypos" "20" + "wide" "110" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Function name:" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Label2" + { + "ControlName" "Label" + "fieldName" "Label2" + "xpos" "20" + "ypos" "55" + "wide" "64" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Options:" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "BuildModeDialog" + { + "ControlName" "BuildModeDialog" + "fieldName" "BuildModeDialog" + "xpos" "1092" + "ypos" "60" + "wide" "437" + "tall" "708" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "96 96 96 255" + "allowColorOverrides" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } +} diff --git a/mp/game/momentum/shadereditorui/vgui/sheet_psoutput.res b/mp/game/momentum/shadereditorui/vgui/sheet_psoutput.res new file mode 100644 index 0000000000..8432c8bdd1 --- /dev/null +++ b/mp/game/momentum/shadereditorui/vgui/sheet_psoutput.res @@ -0,0 +1,100 @@ +"resource/sheet_psoutput.res" +{ + "col" + { + "ControlName" "Slider" + "fieldName" "col" + "xpos" "170" + "ypos" "50" + "wide" "128" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + } + "depth" + { + "ControlName" "CheckButton" + "fieldName" "depth" + "xpos" "22" + "ypos" "90" + "wide" "128" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "labelText" "Enable depth" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "Default" "0" + } + "info_col" + { + "ControlName" "Label" + "fieldName" "info_col" + "xpos" "300" + "ypos" "50" + "wide" "64" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "labelText" "1" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Label1" + { + "ControlName" "Label" + "fieldName" "Label1" + "xpos" "22" + "ypos" "50" + "wide" "140" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "labelText" "Num color out:" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "BuildModeDialog" + { + "ControlName" "BuildModeDialog" + "fieldName" "BuildModeDialog" + "xpos" "1021" + "ypos" "34" + "wide" "498" + "tall" "476" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } +} diff --git a/mp/game/momentum/shadereditorui/vgui/sheet_random.res b/mp/game/momentum/shadereditorui/vgui/sheet_random.res new file mode 100644 index 0000000000..2c061a4dfb --- /dev/null +++ b/mp/game/momentum/shadereditorui/vgui/sheet_random.res @@ -0,0 +1,142 @@ +"shadereditorui/vgui/sheet_random.res" +{ + "vartype" + { + "ControlName" "ComboBox" + "fieldName" "vartype" + "xpos" "25" + "ypos" "130" + "wide" "96" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "textHidden" "0" + "editable" "0" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + } + "value_min" + { + "ControlName" "TextEntry" + "fieldName" "value_min" + "xpos" "25" + "ypos" "60" + "wide" "96" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "textHidden" "0" + "editable" "1" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + } + "value_max" + { + "ControlName" "TextEntry" + "fieldName" "value_max" + "xpos" "200" + "ypos" "60" + "wide" "96" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "textHidden" "0" + "editable" "1" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + } + "Label1" + { + "ControlName" "Label" + "fieldName" "Label1" + "xpos" "25" + "ypos" "35" + "wide" "96" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "labelText" "Value min:" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Label2" + { + "ControlName" "Label" + "fieldName" "Label2" + "xpos" "200" + "ypos" "35" + "wide" "96" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "labelText" "Value max:" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Label3" + { + "ControlName" "Label" + "fieldName" "Label3" + "xpos" "25" + "ypos" "105" + "wide" "96" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "labelText" "Type:" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "BuildModeDialog" + { + "ControlName" "BuildModeDialog" + "fieldName" "BuildModeDialog" + "xpos" "34" + "ypos" "163" + "wide" "495" + "tall" "657" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } +} diff --git a/mp/game/momentum/shadereditorui/vgui/sheet_std_plight.res b/mp/game/momentum/shadereditorui/vgui/sheet_std_plight.res new file mode 100644 index 0000000000..50b8491992 --- /dev/null +++ b/mp/game/momentum/shadereditorui/vgui/sheet_std_plight.res @@ -0,0 +1,88 @@ +"shadereditorui/sheet_std_plight.res" +{ + "slight" + { + "ControlName" "CheckButton" + "fieldName" "slight" + "xpos" "25" + "ypos" "30" + "wide" "256" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "labelText" "Has static lighting" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "Default" "0" + } + "AO" + { + "ControlName" "CheckButton" + "fieldName" "AO" + "xpos" "25" + "ypos" "90" + "wide" "258" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "labelText" "AO term" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "Default" "0" + } + "halfl" + { + "ControlName" "CheckButton" + "fieldName" "halfl" + "xpos" "25" + "ypos" "60" + "wide" "258" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "labelText" "Half lambert" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "Default" "0" + } + "BuildModeDialog" + { + "ControlName" "BuildModeDialog" + "fieldName" "BuildModeDialog" + "xpos" "755" + "ypos" "33" + "wide" "495" + "tall" "657" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } +} diff --git a/mp/game/momentum/shadereditorui/vgui/sheet_std_pspeclight.res b/mp/game/momentum/shadereditorui/vgui/sheet_std_pspeclight.res new file mode 100644 index 0000000000..1af7fa9580 --- /dev/null +++ b/mp/game/momentum/shadereditorui/vgui/sheet_std_pspeclight.res @@ -0,0 +1,46 @@ +"shadereditorui/vgui/sheet_std_pspeclight.res" +{ + "AO" + { + "ControlName" "CheckButton" + "fieldName" "AO" + "xpos" "25" + "ypos" "25" + "wide" "200" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "AO term" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "Default" "0" + } + "BuildModeDialog" + { + "ControlName" "BuildModeDialog" + "fieldName" "BuildModeDialog" + "xpos" "1096" + "ypos" "231" + "wide" "476" + "tall" "657" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "96 96 96 255" + "allowColorOverrides" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } +} diff --git a/mp/game/momentum/shadereditorui/vgui/sheet_std_skinning.res b/mp/game/momentum/shadereditorui/vgui/sheet_std_skinning.res new file mode 100644 index 0000000000..a862b7c7d0 --- /dev/null +++ b/mp/game/momentum/shadereditorui/vgui/sheet_std_skinning.res @@ -0,0 +1,60 @@ +"shadereditorui/sheet_std_skinning.res" +{ + "cbox_mode" + { + "ControlName" "ComboBox" + "fieldName" "cbox_mode" + "xpos" "25" + "ypos" "60" + "wide" "256" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "textHidden" "0" + "editable" "0" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + } + "BuildModeDialog" + { + "ControlName" "BuildModeDialog" + "fieldName" "BuildModeDialog" + "xpos" "92" + "ypos" "100" + "wide" "495" + "tall" "657" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } + "Label1" + { + "ControlName" "Label" + "fieldName" "Label1" + "xpos" "25" + "ypos" "30" + "wide" "256" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "labelText" "Skinning mode:" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } +} diff --git a/mp/game/momentum/shadereditorui/vgui/sheet_std_vlight.res b/mp/game/momentum/shadereditorui/vgui/sheet_std_vlight.res new file mode 100644 index 0000000000..f3747047a9 --- /dev/null +++ b/mp/game/momentum/shadereditorui/vgui/sheet_std_vlight.res @@ -0,0 +1,65 @@ +"shadereditorui/sheet_std_vlight.res" +{ + "slight" + { + "ControlName" "CheckButton" + "fieldName" "slight" + "xpos" "25" + "ypos" "30" + "wide" "258" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "labelText" "Support static lighting" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "Default" "0" + } + "halfl" + { + "ControlName" "CheckButton" + "fieldName" "halfl" + "xpos" "25" + "ypos" "60" + "wide" "128" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "0" + "tabPosition" "0" + "labelText" "Half lambert" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "Default" "0" + } + "BuildModeDialog" + { + "ControlName" "BuildModeDialog" + "fieldName" "BuildModeDialog" + "xpos" "1105" + "ypos" "81" + "wide" "495" + "tall" "657" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } +} diff --git a/mp/game/momentum/shadereditorui/vgui/sheet_swizzle.res b/mp/game/momentum/shadereditorui/vgui/sheet_swizzle.res new file mode 100644 index 0000000000..0105860bc9 --- /dev/null +++ b/mp/game/momentum/shadereditorui/vgui/sheet_swizzle.res @@ -0,0 +1,67 @@ +"shadereditorui/vgui/sheet_swizzle.res" +{ + "name" + { + "ControlName" "TextEntry" + "fieldName" "name" + "xpos" "25" + "ypos" "60" + "wide" "410" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "96 96 0 128" + "allowColorOverrides" "1" + "textHidden" "0" + "editable" "1" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + "TokenChannels" "1" + } + "Label1" + { + "ControlName" "Label" + "fieldName" "Label1" + "xpos" "25" + "ypos" "30" + "wide" "128" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Arbitrary swizzle:" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "BuildModeDialog" + { + "ControlName" "BuildModeDialog" + "fieldName" "BuildModeDialog" + "xpos" "1004" + "ypos" "184" + "wide" "476" + "tall" "657" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "72 72 72 255" + "allowColorOverrides" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } +} diff --git a/mp/game/momentum/shadereditorui/vgui/sheet_texsample.res b/mp/game/momentum/shadereditorui/vgui/sheet_texsample.res new file mode 100644 index 0000000000..e8fdbe70fa --- /dev/null +++ b/mp/game/momentum/shadereditorui/vgui/sheet_texsample.res @@ -0,0 +1,321 @@ +"shadereditorui/vgui/sheet_texsample.res" +{ + "parameter" + { + "ControlName" "TextEntry" + "fieldName" "parameter" + "xpos" "270" + "ypos" "45" + "wide" "180" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "0" + "tabPosition" "0" + "BgColor" "0 0 0 128" + "allowColorOverrides" "0" + "textHidden" "0" + "editable" "0" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + "TokenChannels" "0" + } + "srgb" + { + "ControlName" "CheckButton" + "fieldName" "srgb" + "xpos" "25" + "ypos" "70" + "wide" "128" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "sRGB read" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "Default" "0" + } + "textype" + { + "ControlName" "ComboBox" + "fieldName" "textype" + "xpos" "25" + "ypos" "45" + "wide" "180" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 128" + "allowColorOverrides" "0" + "textHidden" "0" + "editable" "0" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + "TokenChannels" "0" + } + "demotexname" + { + "ControlName" "TextEntry" + "fieldName" "demotexname" + "xpos" "270" + "ypos" "131" + "wide" "180" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 128" + "allowColorOverrides" "0" + "textHidden" "0" + "editable" "1" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + "TokenChannels" "0" + } + "loadtexture" + { + "ControlName" "Button" + "fieldName" "loadtexture" + "xpos" "270" + "ypos" "106" + "wide" "140" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Load demo texture" + "textAlignment" "center" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "command" "openvtf" + "Default" "0" + } + "fallbacktexname" + { + "ControlName" "TextEntry" + "fieldName" "fallbacktexname" + "xpos" "25" + "ypos" "156" + "wide" "180" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 128" + "allowColorOverrides" "0" + "textHidden" "0" + "editable" "1" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + "TokenChannels" "0" + } + "fallbacktype" + { + "ControlName" "ComboBox" + "fieldName" "fallbacktype" + "xpos" "25" + "ypos" "131" + "wide" "90" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 128" + "allowColorOverrides" "0" + "textHidden" "0" + "editable" "0" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + "TokenChannels" "0" + } + "lookupoverride" + { + "ControlName" "ComboBox" + 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"0" + "textinsety" "0" + } + "Label_lookup" + { + "ControlName" "Label" + "fieldName" "Label_lookup" + "xpos" "25" + "ypos" "237" + "wide" "128" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Lookup override:" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "BuildModeDialog" + { + "ControlName" "BuildModeDialog" + "fieldName" "BuildModeDialog" + "xpos" "1128" + "ypos" "112" + "wide" "437" + "tall" "708" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "96 96 96 255" + "allowColorOverrides" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } +} diff --git a/mp/game/momentum/shadereditorui/vgui/sheet_textransform.res b/mp/game/momentum/shadereditorui/vgui/sheet_textransform.res new file mode 100644 index 0000000000..919119b513 --- /dev/null +++ b/mp/game/momentum/shadereditorui/vgui/sheet_textransform.res @@ -0,0 +1,133 @@ +"shadereditorui/sheet_textransform.res" +{ + "check_center" + { + "ControlName" "CheckButton" + "fieldName" "check_center" + "xpos" "25" + "ypos" "60" + "wide" "196" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "labelText" "Custom center" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "Default" "0" + } + "check_rot" + { + "ControlName" "CheckButton" + "fieldName" "check_rot" + "xpos" "25" + "ypos" "90" + "wide" "196" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "labelText" "Rotation" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "Default" "0" + } + "check_scale" + { + "ControlName" "CheckButton" + "fieldName" "check_scale" + "xpos" "25" + "ypos" "120" + "wide" "196" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "labelText" "Scale" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "Default" "0" + } + "check_translation" + { + "ControlName" "CheckButton" + "fieldName" "check_translation" + "xpos" "25" + "ypos" "150" + "wide" "196" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "labelText" "Translation" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "Default" "0" + } + "BuildModeDialog" + { + "ControlName" "BuildModeDialog" + "fieldName" "BuildModeDialog" + "xpos" "993" + "ypos" "38" + "wide" "495" + "tall" "657" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } + "Label1" + { + "ControlName" "Label" + "fieldName" "Label1" + "xpos" "25" + "ypos" "25" + "wide" "200" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "labelText" "Active transforms:" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } +} diff --git a/mp/game/momentum/shadereditorui/vgui/sheet_vcompression.res b/mp/game/momentum/shadereditorui/vgui/sheet_vcompression.res new file mode 100644 index 0000000000..7e4e176fd1 --- /dev/null +++ b/mp/game/momentum/shadereditorui/vgui/sheet_vcompression.res @@ -0,0 +1,67 @@ +"shadereditorui/vgui/sheet_vcompression.res" +{ + "cbox_modes" + { + "ControlName" "ComboBox" + "fieldName" "cbox_modes" + "xpos" "30" + "ypos" "60" + "wide" "260" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" 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a/mp/game/momentum/shadereditorui/vgui/sheet_vparam_mutable.res b/mp/game/momentum/shadereditorui/vgui/sheet_vparam_mutable.res new file mode 100644 index 0000000000..dc6d1167ed --- /dev/null +++ b/mp/game/momentum/shadereditorui/vgui/sheet_vparam_mutable.res @@ -0,0 +1,135 @@ +"shadereditorui/vgui/sheet_vparam_mutable.res" +{ + "cbox_params" + { + "ControlName" "ComboBox" + "fieldName" "cbox_params" + "xpos" "25" + "ypos" "60" + "wide" "200" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 128" + "allowColorOverrides" "0" + "textHidden" "0" + "editable" "0" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + "TokenChannels" "0" + } + "cbox_types" + { + "ControlName" "ComboBox" + "fieldName" "cbox_types" + "xpos" "260" + "ypos" "60" + "wide" "96" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 128" + "allowColorOverrides" "0" + "textHidden" "0" + "editable" "0" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + "TokenChannels" "0" + } + "constantvalues" + { + "ControlName" "TextEntry" + "fieldName" "constantvalues" + "xpos" "25" + "ypos" "140" + "wide" "410" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "96 96 0 128" + "allowColorOverrides" "1" + "textHidden" "0" + "editable" "1" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + "TokenChannels" "1" + } + "Label1" + { + "ControlName" "Label" + "fieldName" "Label1" + "xpos" "25" + "ypos" "30" + "wide" "200" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Param name:" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Label2" + { + "ControlName" "Label" + "fieldName" "Label2" + "xpos" "260" + "ypos" "30" + "wide" "96" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Type:" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "BuildModeDialog" + { + "ControlName" "BuildModeDialog" + "fieldName" "BuildModeDialog" + "xpos" "1081" + "ypos" "157" + "wide" "437" + "tall" "708" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "96 96 96 255" + "allowColorOverrides" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } +} diff --git a/mp/game/momentum/shadereditorui/vgui/sheet_vparam_static.res b/mp/game/momentum/shadereditorui/vgui/sheet_vparam_static.res new file mode 100644 index 0000000000..584df93d1b --- /dev/null +++ b/mp/game/momentum/shadereditorui/vgui/sheet_vparam_static.res @@ -0,0 +1,159 @@ +"shadereditorui/vgui/sheet_vparam_static.res" +{ + "cbox_types" + { + "ControlName" "ComboBox" + "fieldName" "cbox_types" + "xpos" "260" + "ypos" "60" + "wide" "96" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 128" + "allowColorOverrides" "0" + "textHidden" "0" + "editable" "0" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + "TokenChannels" "0" + } + "tentry_name" + { + "ControlName" "TextEntry" + "fieldName" "tentry_name" + "xpos" "25" + "ypos" "60" + "wide" "200" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 128" + "allowColorOverrides" "0" + "textHidden" "0" + "editable" "1" + "maxchars" "32" + "NumericInputOnly" "0" + "unicode" "0" + "TokenChannels" "0" + } + "constantvalues" + { + "ControlName" "TextEntry" + "fieldName" "constantvalues" + "xpos" "25" + "ypos" "130" + "wide" "410" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "96 96 0 128" + "allowColorOverrides" "1" + "textHidden" "0" + "editable" "1" + "maxchars" "-1" + "NumericInputOnly" "0" + "unicode" "0" + "TokenChannels" "1" + } + "Label1" + { + "ControlName" "Label" + "fieldName" "Label1" + "xpos" "260" + "ypos" "30" + "wide" "96" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Type:" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Label2" + { + "ControlName" "Label" + "fieldName" "Label2" + "xpos" "25" + "ypos" "30" + "wide" "200" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Vmt parameter name:" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "Label3" + { + "ControlName" "Label" + "fieldName" "Label3" + "xpos" "25" + "ypos" "100" + "wide" "128" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Default values:" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "0" + "textinsety" "0" + } + "BuildModeDialog" + { + "ControlName" "BuildModeDialog" + "fieldName" "BuildModeDialog" + "xpos" "1004" + "ypos" "184" + "wide" "476" + "tall" "657" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "70 70 70 255" + "allowColorOverrides" "0" + "settitlebarvisible" "1" + "title" "#Frame_Untitled" + } +} diff --git a/mp/game/momentum/shadereditorui/vgui/sheet_vsinput.res b/mp/game/momentum/shadereditorui/vgui/sheet_vsinput.res new file mode 100644 index 0000000000..7a5466cdcd --- /dev/null +++ b/mp/game/momentum/shadereditorui/vgui/sheet_vsinput.res @@ -0,0 +1,557 @@ +"shadereditorui/vgui/sheet_vsinput.res" +{ + "flex" + { + "ControlName" "CheckButton" + "fieldName" "flex" + "xpos" "22" + "ypos" "20" + "wide" "128" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "160 160 160 255" + "allowColorOverrides" "0" + "labelText" "Flex delta" + "textAlignment" "west" + "dulltext" "0" + "brighttext" "0" + "wrap" "0" + "centerwrap" "0" + "textinsetx" "6" + "textinsety" "0" + "Default" "0" + } + "Normal" + { + "ControlName" "CheckButton" + "fieldName" "normal" + "xpos" "22" + "ypos" "50" + "wide" "128" + "tall" "24" + "autoResize" "0" + "pinCorner" "0" + "visible" "1" + "enabled" "1" + "tabPosition" "0" + "BgColor" "0 0 0 0" + "allowColorOverrides" "0" + "labelText" "Normal" + "textAlignment" 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index 0000000000..fd1687a9c3 Binary files /dev/null and b/mp/game/momentum/shaders/fxc/swarm_test_vs30.vcs differ diff --git a/mp/src/creategameprojects.ps1 b/mp/src/creategameprojects.ps1 index 9b73bcc202..81c2ce3337 100644 --- a/mp/src/creategameprojects.ps1 +++ b/mp/src/creategameprojects.ps1 @@ -9,16 +9,24 @@ $path = (Get-ItemProperty "HKLM:\SOFTWARE\Wow6432Node\Microsoft\Windows\CurrentV if (!$path) { - Write-Warning "You should install Source SDK Base 2013 Multiplayer.`nRequesting Steam to install the app..." - try { - $cmd ="cmd.exe" - &$cmd "/c start steam://install/243750/" + $path2 = (Get-ItemProperty "HKLM:\SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\Steam App 243750" -Name InstallLocation).InstallLocation + if (!$path2) + { + Write-Warning "You should install Source SDK Base 2013 Multiplayer.`nRequesting Steam to install the app..." + try { + $cmd ="cmd.exe" + &$cmd "/c start steam://install/243750/" + } + catch { + Write-Warning "Steam is not running. Can not launch installation pop-up" + } + pause + exit } - catch { - Write-Warning "Steam is not running. Can not launch installation pop-up" + else + { + ($path = $path2) } - pause - exit } $hl2exe = Join-Path $path hl2.exe diff --git a/mp/src/game/client/ShaderEditor/ISEdit_ModelRender.h b/mp/src/game/client/ShaderEditor/ISEdit_ModelRender.h new file mode 100644 index 0000000000..6db545e926 --- /dev/null +++ b/mp/src/game/client/ShaderEditor/ISEdit_ModelRender.h @@ -0,0 +1,41 @@ +#ifndef IV_SHADEREDITOR_MRENDER +#define IV_SHADEREDITOR_MRENDER + +#ifdef _WIN32 +#pragma once +#endif // _WIN32 + +#ifdef SHADER_EDITOR_DLL +#include "../public/tier1/interface.h" +#else +#include "interface.h" +#include "ShaderEditor/ShaderEditorSystem.h" +#endif // NOT SHADER_EDITOR_DLL + + +class ISEditModelRender +{ +public: + virtual bool LoadModel( const char *localPath ) = 0; + virtual void DestroyModel() = 0; + virtual void GetModelCenter( float *pFl3_ViewOffset ) = 0; + + virtual int QuerySequences( char ***list ) = 0; + virtual void SetSequence( const char *name ) = 0; + + virtual void ExecRender() = 0; + virtual void DoPostProc( int x, int y, int w, int h ) = 0; + virtual int MaterialPicker( char ***szMat ) = 0; + + virtual void DestroyCharPtrList( char ***szList ) = 0; +}; + + +#ifdef SHADER_EDITOR_DLL +extern ISEditModelRender *sEditMRender; +#else +class SEditModelRender; +extern SEditModelRender *sEditMRender; +#endif + +#endif \ No newline at end of file diff --git a/mp/src/game/client/ShaderEditor/IVShaderEditor.h b/mp/src/game/client/ShaderEditor/IVShaderEditor.h new file mode 100644 index 0000000000..160aafbd75 --- /dev/null +++ b/mp/src/game/client/ShaderEditor/IVShaderEditor.h @@ -0,0 +1,128 @@ +#ifndef IV_SHADEREDITOR +#define IV_SHADEREDITOR + +#ifdef _WIN32 +#pragma once +#endif // _WIN32 + +#define pFnClCallback( x ) void(* x )( float *pfl4 ) +#define pFnClCallback_Declare( x ) void x( float *pfl4 ) + +#define pFnVrCallback( x ) void(* x )( bool * const pbOptions, int * const piOptions,\ + float * const pflOptions, char ** const pszOptions ) +#define pFnVrCallback_Declare( x ) void x( bool * const pbOptions, int * const piOptions,\ + float * const pflOptions, char ** const pszOptions ) + +#ifndef PROCSHADER_DLL + +#ifdef SHADER_EDITOR_DLL +#include "../public/tier1/interface.h" +#include "view_shared.h" +#else +#include "interface.h" +#include "ShaderEditor/ShaderEditorSystem.h" +#endif // NOT SHADER_EDITOR_DLL + +enum SEDIT_SKYMASK_MODE +{ + SKYMASK_OFF = 0, + SKYMASK_QUARTER, // render at 1/4 fb size where possible + SKYMASK_FULL, // render at full fb size +}; + +class CViewSetup_SEdit_Shared +{ +public: + CViewSetup_SEdit_Shared() + { + Q_memset( this, 0, sizeof( CViewSetup_SEdit_Shared ) ); + }; + CViewSetup_SEdit_Shared( const CViewSetup &o ) + { + x = o.x; + y = o.y; + width = o.width; + height = o.height; + fov = o.fov; + fovViewmodel = o.fovViewmodel; + origin = o.origin; + angles = o.angles; + zNear = o.zNear; + zFar = o.zFar; + zNearViewmodel = o.zNearViewmodel; + zFarViewmodel = o.zFarViewmodel; + m_flAspectRatio = o.m_flAspectRatio; + }; + int x,y,width,height; + float fov,fovViewmodel; + Vector origin; + QAngle angles; + float zNear,zFar,zNearViewmodel,zFarViewmodel; + float m_flAspectRatio; +}; + + +class IVShaderEditor : public IBaseInterface +{ +public: + virtual bool Init( CreateInterfaceFn appSystemFactory, CGlobalVarsBase *pGlobals, + void *pSEditMRender, + bool bCreateEditor, bool bEnablePrimaryDebug, int iSkymaskMode ) = 0; + virtual void Shutdown() = 0; + virtual void PrecacheData() = 0; + + // call before Init() to overwrite any paths, pass in NULL for the ones that shouldn't be overwritten + virtual void OverridePaths( const char *pszWorkingDirectory, + const char *pszCompilePath = NULL, // abs path to compiler binaries + const char *pszLocalCompilePath = NULL, // local path to compiler binaries, relative to shader source directory + const char *pszGamePath = NULL, + const char *pszCanvas = NULL, // path to canvas files + const char *pszShaderSource = NULL, // path to shader source files + const char *pszDumps = NULL, // path to shader configuration files + const char *pszUserFunctions = NULL, // path to custom function bodies + const char *pszEditorRoot = NULL ) = 0; // path to 'shadereditorui' home directory + + // update the lib + virtual void OnFrame( float frametime ) = 0; + virtual void OnPreRender( void *viewsetup ) = 0; + virtual void OnSceneRender() = 0; + virtual void OnUpdateSkymask( bool bCombineMode ) = 0; + virtual void OnPostRender( bool bUpdateFB ) = 0; + + // data callbacks for hlsl constants + virtual void RegisterClientCallback( const char *name, pFnClCallback(callback), int numComponents ) = 0; + virtual void LockClientCallbacks() = 0; + + // view render callbacks for post processing graphs + virtual void RegisterViewRenderCallback( const char *pszVrCName, pFnVrCallback(callback), + const char **pszBoolNames = NULL, const bool *pBoolDefaults = NULL, const int numBoolParams = 0, + const char **pszIntNames = NULL, const int *pIntDefaults = NULL, const int numIntParams = 0, + const char **pszFloatNames = NULL, const float *pFloatDefaults = NULL, const int numFloatParams = 0, + const char **pszStringNames = NULL, const char **pStringDefaults = NULL, const int numStringParams = 0 ) = 0; + virtual void LockViewRenderCallbacks() = 0; + + // post processing effect manipulation (precached effects accessible) + // the index becomes invalid when editing the precache list + virtual int GetPPEIndex( const char *pszName ) = 0; // returns -1 when not found, case insensitive + virtual bool IsPPEEnabled( const int &index ) = 0; + virtual void SetPPEEnabled( const int &index, const bool &bEnabled ) = 0; + virtual IMaterial *GetPPEMaterial( const int &index, const char *pszNodeName ) = 0; + + // Draws a PPE graph right now or adds it to the render queue (r_queued_post_processing!) + // Does not push a new RT but uses the current one + // If you have 'during scene' nodes, make sure to call it twice in the appropriate places + virtual void DrawPPEOnDemand( const int &index, const bool bInScene = false ) = 0; +}; + +#define SHADEREDIT_INTERFACE_VERSION "ShaderEditor005" + +#ifdef SHADER_EDITOR_DLL +class ShaderEditorInterface; +extern ShaderEditorInterface *shaderEdit; +#else +extern IVShaderEditor *shaderEdit; +#endif // NOT SHADER_EDITOR_DLL + +#endif // NOT PROCSHADER_DLL + +#endif // NOT IV_SHADEREDITOR \ No newline at end of file diff --git a/mp/src/game/client/ShaderEditor/SEdit_ModelRender.cpp b/mp/src/game/client/ShaderEditor/SEdit_ModelRender.cpp new file mode 100644 index 0000000000..ec2a36b98e --- /dev/null +++ b/mp/src/game/client/ShaderEditor/SEdit_ModelRender.cpp @@ -0,0 +1,424 @@ +// ****************************************************** +// +// Purpose: +// - Handles model rendering requests from the +// shader editor library +// +// ****************************************************** + +#include "cbase.h" + +#include "vgui/iinput.h" +#include "vgui_controls/controls.h" + +#include "ShaderEditor/SEdit_ModelRender.h" +#include "model_types.h" + +#ifndef SOURCE_2006 +#include "viewpostprocess.h" +#endif + +#include "view.h" +#include "input.h" + +#include "beamdraw.h" + +#ifdef SOURCE_2006 +void ScreenToWorld( int mousex, int mousey, float fov, + const Vector& vecRenderOrigin, + const QAngle& vecRenderAngles, + Vector& vecPickingRay ) +{ + float dx, dy; + float c_x, c_y; + float dist; + Vector vpn, vup, vright; + + float scaled_fov = ScaleFOVByWidthRatio( fov, engine->GetScreenAspectRatio() * 0.75f ); + + c_x = ScreenWidth() / 2; + c_y = ScreenHeight() / 2; + + dx = (float)mousex - c_x; + dy = c_y - (float)mousey; + + float dist_denom = tan(M_PI * scaled_fov / 360.0f); + dist = c_x / dist_denom; + AngleVectors( vecRenderAngles, &vpn, &vright, &vup ); + vecPickingRay = vpn * dist + vright * ( dx ) + vup * ( dy ); + VectorNormalize( vecPickingRay ); +} +#else +extern void ScreenToWorld( int mousex, int mousey, float fov, + const Vector& vecRenderOrigin, + const QAngle& vecRenderAngles, + Vector& vecPickingRay ); +#endif + +SEditModelRender __g_ShaderEditorMReder( "ShEditMRender" ); +SEditModelRender *sEditMRender = &__g_ShaderEditorMReder; + +SEditModelRender::SEditModelRender( char const *name ) : CAutoGameSystemPerFrame( name ) +{ + pModelInstance = nullptr; + m_iNumPoseParams = 0; + DestroyModel(); +} +SEditModelRender::~SEditModelRender() +{ + DestroyModel(); +} + +bool SEditModelRender::Init() +{ + return true; +} +void SEditModelRender::Shutdown() +{ +} +void SEditModelRender::Update( float frametime ) +{ + if ( !IsModelReady() ) + return; + + pModelInstance->StudioFrameAdvance(); + if ( pModelInstance->GetCycle() >= 1.0f ) + pModelInstance->SetCycle( pModelInstance->GetCycle() - 1.0f ); +} +void SEditModelRender::LevelInitPostEntity() +{ + ResetModel(); +} +void SEditModelRender::LevelShutdownPostEntity() +{ + ResetModel(); +} +void SEditModelRender::ResetModel() +{ + if ( !IsModelReady() ) + return; + pModelInstance->m_flAnimTime = gpGlobals->curtime; + pModelInstance->m_flOldAnimTime = gpGlobals->curtime; +} +bool SEditModelRender::IsModelReady() +{ + if ( !pModelInstance ) + return false; + + bool bValid = !!pModelInstance->GetModel(); + + if ( bValid && Q_strlen( m_szModelPath ) ) + { + const model_t *pMdl = modelinfo ? modelinfo->FindOrLoadModel( m_szModelPath ) : NULL; + if ( pMdl ) + pModelInstance->SetModelPointer( pMdl ); + bValid = !!pMdl; + } + + if ( !bValid ) + DestroyModel(); + + return bValid; +} +bool SEditModelRender::LoadModel( const char *localPath ) +{ + DestroyModel(); + + const model_t *mdl = modelinfo->FindOrLoadModel( localPath ); + if ( !mdl ) + return false; + + Q_strcpy( m_szModelPath, localPath ); + + C_BaseFlex *pEnt = new C_BaseFlex(); + pEnt->InitializeAsClientEntity(nullptr, +#if SWARM_DLL + false +#else + RENDER_GROUP_OPAQUE_ENTITY +#endif + ); + MDLCACHE_CRITICAL_SECTION(); + pEnt->SetModelPointer( mdl ); + pEnt->Spawn(); + + pEnt->SetAbsAngles( vec3_angle ); + pEnt->SetAbsOrigin( vec3_origin ); + + pEnt->AddEffects( EF_NODRAW | EF_NOINTERP ); + pEnt->m_EntClientFlags |= ENTCLIENTFLAG_DONTUSEIK; + + // leave it alone. + pEnt->RemoveFromLeafSystem(); + cl_entitylist->RemoveEntity( pEnt->GetRefEHandle() ); + pEnt->CollisionProp()->DestroyPartitionHandle(); + + CStudioHdr *pHdr = pEnt->GetModelPtr(); + m_iNumPoseParams = pHdr ? pHdr->GetNumPoseParameters() : 0; + + pModelInstance = pEnt; + return true; +} +void SEditModelRender::DestroyModel() +{ + if ( pModelInstance ) + pModelInstance->Remove(); + + pModelInstance = nullptr; + m_szModelPath[0] = '\0'; + m_iNumPoseParams = 0; +} +void SEditModelRender::GetModelCenter( float *pFl3_ViewOffset ) +{ + Q_memset( pFl3_ViewOffset, 0, sizeof(float) * 3 ); + if ( IsModelReady() ) + { + MDLCACHE_CRITICAL_SECTION(); + if ( pModelInstance->GetModelPtr() ) + { + const Vector &vecMin = pModelInstance->GetModelPtr()->hull_min(); + const Vector &vecMax = pModelInstance->GetModelPtr()->hull_max(); + Vector vecPos = ( vecMin + ( vecMax - vecMin ) * 0.5f ); + if ( pFl3_ViewOffset ) + Q_memcpy( pFl3_ViewOffset, vecPos.Base(), sizeof(float) * 3 ); + } + } +} +void SEditModelRender::DestroyCharPtrList( char ***szList ) +{ + Assert( szList ); + if ( *szList ) + { + delete [] (**szList); + delete [] (*szList); + *szList = nullptr; + } +} + +int SequenceSort( mstudioseqdesc_t *const *seq1, mstudioseqdesc_t *const *seq2 ) +{ + return Q_stricmp( ( *seq1 )->pszLabel(), ( *seq2 )->pszLabel() ); +} +int SEditModelRender::QuerySequences( char ***list ) +{ + if ( !IsModelReady() ) + return 0; + + MDLCACHE_CRITICAL_SECTION(); + CStudioHdr *pHdr = pModelInstance->GetModelPtr(); + if ( !pHdr ) + return 0; + + CUtlVector< mstudioseqdesc_t* >hSeqs; + for ( int i = 0; i < pHdr->GetNumSeq(); i++ ) + if ( !( pHdr->pSeqdesc( i ).flags & STUDIO_HIDDEN ) ) + hSeqs.AddToTail( &pHdr->pSeqdesc( i ) ); + + int numSequences = hSeqs.Count(); + + if ( !numSequences ) + return 0; + + hSeqs.Sort( SequenceSort ); + + CUtlVector< const char* >hNameList; + for ( int i = 0; i < numSequences; i++ ) + { + const char *seqName = nullptr; + const mstudioseqdesc_t &seqPtr = *hSeqs[ i ]; + if ( seqPtr.pszLabel() ) + seqName = seqPtr.pszLabel(); + else + seqName = "Unknown Sequence"; + + hNameList.AddToTail( seqName ); + } + + *list = new char*[numSequences]; + + int iTotalLength = 0; + for ( int i = 0; i < numSequences; i++ ) + iTotalLength += Q_strlen( hNameList[i] ) + 1; + + **list = new char[ iTotalLength ]; + + int curpos = 0; + for ( int i = 0; i < numSequences; i++ ) + { + int curLength = Q_strlen( hNameList[i] ) + 1; + (*list)[ i ] = **list + curpos; + Q_strcpy( (*list)[ i ], hNameList[i] ); + curpos += curLength; + } + + hNameList.Purge(); + hSeqs.Purge(); + return numSequences; +} +void SEditModelRender::SetSequence( const char *name ) +{ + if ( !IsModelReady() ) + return; + + MDLCACHE_CRITICAL_SECTION(); + pModelInstance->ResetSequence( pModelInstance->LookupSequence( name ) ); +} +void SEditModelRender::ExecRender() +{ + if ( !IsModelReady() ) + return; + + MDLCACHE_CRITICAL_SECTION(); + for ( int i = 0; i < m_iNumPoseParams; i++ ) + pModelInstance->SetPoseParameter( i, 0 ); + +#if SWARM_DLL + RenderableInstance_t instance; + instance.m_nAlpha = 255; +#endif + pModelInstance->DrawModel( STUDIO_RENDER +#if SWARM_DLL + , instance +#endif + ); +} +void SEditModelRender::DoPostProc( int x, int y, int w, int h ) +{ +#ifndef SOURCE_2006 + if ( view && view->GetPlayerViewSetup()->m_bDoBloomAndToneMapping ) + DoEnginePostProcessing( x, y, w, h, false, false ); +#endif +} +int SEditModelRender::MaterialPicker( char ***szMat ) +{ + int mx, my; +#ifdef SOURCE_2006 + vgui::input()->GetCursorPos( mx, my ); +#else + vgui::input()->GetCursorPosition( mx, my ); +#endif + + Vector ray; + const CViewSetup *pViewSetup = view->GetPlayerViewSetup(); + float ratio =engine->GetScreenAspectRatio( +#if SWARM_DLL + pViewSetup->width, pViewSetup->height +#endif + ); + + ratio = ( 1.0f / ratio ) * (4.0f/3.0f); + float flFov = ScaleFOVByWidthRatio( pViewSetup->fov, ratio ); + ScreenToWorld( mx, my, flFov, pViewSetup->origin, pViewSetup->angles, ray ); + + Vector start = pViewSetup->origin; + Vector end = start + ray * MAX_TRACE_LENGTH; + trace_t tr; + C_BaseEntity *pIgnore = input->CAM_IsThirdPerson() ? NULL : C_BasePlayer::GetLocalPlayer(); + UTIL_TraceLine( start, end, MASK_SOLID, pIgnore, COLLISION_GROUP_NONE, &tr ); + + if ( !tr.DidHit() ) + return 0; + + int numMaterials = 0; + IMaterial **MatList = nullptr; + studiohdr_t *pSHdr = nullptr; + + if ( tr.DidHitWorld() ) + { + if ( tr.hitbox == 0 ) + { + Vector dummy; + IMaterial *pMat = engine->TraceLineMaterialAndLighting( start, end, dummy, dummy ); + if ( pMat ) + { + numMaterials = 1; + MatList = new IMaterial*[1]; + MatList[0] = pMat; + } + } + else + { + ICollideable *prop = staticpropmgr->GetStaticPropByIndex( tr.hitbox - 1 ); + if ( prop ) + { + IClientRenderable *pRenderProp = prop->GetIClientUnknown()->GetClientRenderable(); + if ( pRenderProp ) + { + const model_t *pModel = pRenderProp->GetModel(); + if ( pModel ) + pSHdr = modelinfo->GetStudiomodel( pModel ); + } + } + } + } + else if ( tr.m_pEnt ) + { + const model_t *pModel = tr.m_pEnt->GetModel(); + if ( pModel ) + pSHdr = modelinfo->GetStudiomodel( pModel ); + } + + if ( pSHdr ) + { + Assert( !numMaterials && !MatList ); + numMaterials = pSHdr->numtextures; + const int numPaths = pSHdr->numcdtextures; + + if ( numMaterials ) + { + CUtlVector< IMaterial* >hValidMaterials; + for ( int i = 0; i < numMaterials; i++ ) + { + mstudiotexture_t *pStudioTex = pSHdr->pTexture( i ); + const char *matName = pStudioTex->pszName(); + + for ( int p = 0; p < numPaths; p++ ) + { + char tmpPath[MAX_PATH]; + Q_snprintf( tmpPath, MAX_PATH, "%s%s\0", pSHdr->pCdtexture( p ), matName ); + Q_FixSlashes( tmpPath ); + IMaterial *pTempMat = materials->FindMaterial( tmpPath, TEXTURE_GROUP_MODEL ); + if ( !IsErrorMaterial( pTempMat ) ) + { + hValidMaterials.AddToTail( pTempMat ); + break; + } + } + } + + numMaterials = hValidMaterials.Count(); + if ( numMaterials ) + { + MatList = new IMaterial*[ numMaterials ]; + for ( int i = 0; i < numMaterials; i++ ) + MatList[i] = hValidMaterials[i]; + } + + hValidMaterials.Purge(); + } + } + + *szMat = new char*[ numMaterials ]; + + int iTotalLength = 0; + for ( int i = 0; i < numMaterials; i++ ) + iTotalLength += Q_strlen( MatList[i]->GetName() ) + 1; + + **szMat = new char[ iTotalLength ]; + + int curpos = 0; + for ( int i = 0; i < numMaterials; i++ ) + { + const char *pszName = MatList[i]->GetName(); + + int curLength = Q_strlen( pszName ) + 1; + (*szMat)[ i ] = **szMat + curpos; + Q_strcpy( (*szMat)[ i ], pszName ); + curpos += curLength; + } + + if ( MatList ) + delete [] MatList; + + return numMaterials; +} \ No newline at end of file diff --git a/mp/src/game/client/ShaderEditor/SEdit_ModelRender.h b/mp/src/game/client/ShaderEditor/SEdit_ModelRender.h new file mode 100644 index 0000000000..346598961f --- /dev/null +++ b/mp/src/game/client/ShaderEditor/SEdit_ModelRender.h @@ -0,0 +1,48 @@ +#ifndef SHEDITMRENDER_H +#define SHEDITMRENDER_H + +#include "cbase.h" +#include "ShaderEditor/ISEdit_ModelRender.h" + +class C_BaseFlex_OverrideLod; + +class SEditModelRender : public ISEditModelRender, public CAutoGameSystemPerFrame +{ +public: + SEditModelRender( char const *name ); + ~SEditModelRender(); + +// autogamesystem + virtual bool Init(); + virtual void Shutdown(); + virtual void Update( float frametime ); + + virtual void LevelInitPostEntity(); + virtual void LevelShutdownPostEntity(); + +// interface + virtual bool LoadModel( const char *localPath ); + virtual void DestroyModel(); + virtual void GetModelCenter( float *pFl3_ViewOffset ); + + virtual int QuerySequences( char ***list ); + virtual void SetSequence( const char *name ); + + virtual void ExecRender(); + virtual void DoPostProc( int x, int y, int w, int h ); + + virtual int MaterialPicker( char ***szMat ); + + virtual void DestroyCharPtrList( char ***szList ); + +private: + + bool IsModelReady(); + void ResetModel(); + + C_BaseFlex *pModelInstance; + char m_szModelPath[MAX_PATH]; + int m_iNumPoseParams; +}; + +#endif \ No newline at end of file diff --git a/mp/src/game/client/ShaderEditor/ShaderEditorSystem.cpp b/mp/src/game/client/ShaderEditor/ShaderEditorSystem.cpp new file mode 100644 index 0000000000..de830fec36 --- /dev/null +++ b/mp/src/game/client/ShaderEditor/ShaderEditorSystem.cpp @@ -0,0 +1,1174 @@ +// ****************************************************** +// +// Purpose: +// - Connects the shader editor +// - Sends data from the main viewsetup +// - exposes client callbacks to shaders +// +// ****************************************************** + +#include "cbase.h" + +#include "ShaderEditor/IVShaderEditor.h" +#include "ShaderEditor/SEdit_ModelRender.h" +#include "beamdraw.h" +#include "c_rope.h" +#include "c_sun.h" +#include "client_factorylist.h" +#include "iviewrender.h" +#include "ivrenderview.h" +#include "model_types.h" +#include "rendertexture.h" +#include "tier0/icommandline.h" +#include "view.h" +#include "view_scene.h" +#include "view_shared.h" +#include "viewrender.h" + +#define Editor_MainViewOrigin MainViewOrigin() +#define Editor_MainViewForward MainViewForward() + +ShaderEditorHandler __g_ShaderEditorSystem("ShEditUpdate"); +ShaderEditorHandler *g_ShaderEditorSystem = &__g_ShaderEditorSystem; + +CSysModule *shaderEditorModule = nullptr; +IVShaderEditor *shaderEdit = nullptr; + +ShaderEditorHandler::ShaderEditorHandler(char const *name) : CAutoGameSystemPerFrame(name) +{ + m_bReady = false; + m_piCurrentViewId = nullptr; +} + +ShaderEditorHandler::~ShaderEditorHandler() {} + +bool ShaderEditorHandler::IsReady() const { return m_bReady; } + +bool ShaderEditorHandler::Init() +{ + factorylist_t factories; + FactoryList_Retrieve(factories); + + ConVarRef devEnabled("developer", true); + bool bShowPrimDebug = devEnabled.GetInt() != 0; + + bool bCreateEditor = (CommandLine() != nullptr) && (CommandLine()->FindParm("-shaderedit") != 0); + SEDIT_SKYMASK_MODE iEnableSkymask = SKYMASK_OFF; + +#ifdef SHADEREDITOR_FORCE_ENABLED + bCreateEditor = true; + iEnableSkymask = SKYMASK_QUARTER; +#endif + + char modulePath[MAX_PATH * 4]; + Q_snprintf(modulePath, sizeof(modulePath), "%s/bin/shadereditor_2013.dll\0", engine->GetGameDirectory()); + shaderEditorModule = Sys_LoadModule(modulePath); + if (shaderEditorModule) + { + CreateInterfaceFn shaderEditorDLLFactory = Sys_GetFactory(shaderEditorModule); + shaderEdit = shaderEditorDLLFactory + ? static_cast(shaderEditorDLLFactory(SHADEREDIT_INTERFACE_VERSION, nullptr)) + : NULL; + + if (!shaderEdit) + { + Warning("Unable to pull IVShaderEditor interface.\n"); + } + else if (!shaderEdit->Init(factories.appSystemFactory, gpGlobals, sEditMRender, bCreateEditor, bShowPrimDebug, + iEnableSkymask)) + { + Warning("Cannot initialize IVShaderEditor.\n"); + shaderEdit = nullptr; + } + } + else + { + Warning("Cannot load shadereditor.dll from %s!\n", modulePath); + } + + m_bReady = shaderEdit != nullptr; + + RegisterCallbacks(); + RegisterViewRenderCallbacks(); + + if (IsReady()) + { + shaderEdit->PrecacheData(); + } + + return true; +} + +#ifdef SHADEREDITOR_FORCE_ENABLED +CON_COMMAND(sedit_debug_toggle_ppe, "") +{ + if (!g_ShaderEditorSystem->IsReady()) + return Warning("lib not ready.\n"); + + if (args.ArgC() < 2) + return; + + const int idx = shaderEdit->GetPPEIndex(args[1]); + if (idx < 0) + return Warning("can't find ppe named: %s\n", args[1]); + + shaderEdit->SetPPEEnabled(idx, !shaderEdit->IsPPEEnabled(idx)); +} +#endif + +void ShaderEditorHandler::Shutdown() +{ + if (shaderEdit) + shaderEdit->Shutdown(); + if (shaderEditorModule) + Sys_UnloadModule(shaderEditorModule); +} + +void ShaderEditorHandler::Update(float frametime) +{ + if (IsReady()) + shaderEdit->OnFrame(frametime); +} + +CThreadMutex m_Lock; + +void ShaderEditorHandler::PreRender() +{ + if (IsReady() && view) + { + // make sure the class matches + const CViewSetup *v = view->GetPlayerViewSetup(); + CViewSetup_SEdit_Shared stableVSetup(*v); + shaderEdit->OnPreRender(&stableVSetup); + + m_Lock.Lock(); + PrepareCallbackData(); + m_Lock.Unlock(); + } +} +void ShaderEditorHandler::PostRender() {} + +void ShaderEditorHandler::CustomViewRender(int *viewId, const VisibleFogVolumeInfo_t &fogVolumeInfo, + const WaterRenderInfo_t &waterRenderInfo) +{ + m_piCurrentViewId = viewId; + m_tFogVolumeInfo = fogVolumeInfo; + m_tWaterRenderInfo = waterRenderInfo; + + if (IsReady()) + shaderEdit->OnSceneRender(); +} +void ShaderEditorHandler::UpdateSkymask(bool bCombineMode) const +{ + if (IsReady()) + shaderEdit->OnUpdateSkymask(bCombineMode); +} +void ShaderEditorHandler::CustomPostRender() const +{ + if (IsReady()) + shaderEdit->OnPostRender(true); +} + +struct CallbackData_t +{ + void Reset() + { + sun_data.Init(); + sun_dir.Init(); + + player_speed.Init(); + player_pos.Init(); + }; + Vector4D sun_data; + Vector sun_dir; + + Vector4D player_speed; + Vector player_pos; +}; + +static CallbackData_t clCallback_data; + +void ShaderEditorHandler::PrepareCallbackData() const +{ + clCallback_data.Reset(); + + float flSunAmt_Goal = 0; + static float s_flSunAmt_Last = 0; + + C_BaseEntity *pEnt = ClientEntityList().FirstBaseEntity(); + while (pEnt) + { + if (!Q_stricmp(pEnt->GetClassname(), "class C_Sun")) + { + C_Sun *pSun = static_cast(pEnt); + Vector dir = pSun->m_vDirection; + dir.NormalizeInPlace(); + + Vector screen; + + if (ScreenTransform(Editor_MainViewOrigin + dir * 512, screen)) + ScreenTransform((Editor_MainViewOrigin - dir * 512), screen); + + screen = screen * Vector(0.5f, -0.5f, 0) + Vector(0.5f, 0.5f, 0); + + Q_memcpy(clCallback_data.sun_data.Base(), screen.Base(), sizeof(float) * 2); + clCallback_data.sun_data[2] = DotProduct(dir, Editor_MainViewForward); + clCallback_data.sun_dir = dir; + + trace_t tr; + UTIL_TraceLine(Editor_MainViewOrigin, Editor_MainViewOrigin + dir * MAX_TRACE_LENGTH, MASK_SOLID, nullptr, + COLLISION_GROUP_DEBRIS, &tr); + if (!tr.DidHitWorld()) + break; + + if (tr.surface.flags & SURF_SKY) + flSunAmt_Goal = 1; + + break; + } + pEnt = ClientEntityList().NextBaseEntity(pEnt); + } + + if (s_flSunAmt_Last != flSunAmt_Goal) + s_flSunAmt_Last = + Approach(flSunAmt_Goal, s_flSunAmt_Last, gpGlobals->frametime * ((!!flSunAmt_Goal) ? 4.0f : 0.75f)); + + clCallback_data.sun_data[3] = s_flSunAmt_Last; + + C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); + if (pPlayer) + { + Vector velo = pPlayer->GetLocalVelocity(); + clCallback_data.player_speed[3] = velo.NormalizeInPlace(); + Q_memcpy(clCallback_data.player_speed.Base(), velo.Base(), sizeof(float) * 3); + + clCallback_data.player_pos = pPlayer->GetLocalOrigin(); + } +} + +pFnClCallback_Declare(ClCallback_SunData) +{ + m_Lock.Lock(); + Q_memcpy(pfl4, clCallback_data.sun_data.Base(), sizeof(float) * 4); + m_Lock.Unlock(); +} + +pFnClCallback_Declare(ClCallback_SunDirection) +{ + m_Lock.Lock(); + Q_memcpy(pfl4, clCallback_data.sun_dir.Base(), sizeof(float) * 3); + m_Lock.Unlock(); +} + +pFnClCallback_Declare(ClCallback_PlayerVelocity) +{ + m_Lock.Lock(); + Q_memcpy(pfl4, clCallback_data.player_speed.Base(), sizeof(float) * 4); + m_Lock.Unlock(); +} + +pFnClCallback_Declare(ClCallback_PlayerPos) +{ + m_Lock.Lock(); + Q_memcpy(pfl4, clCallback_data.player_pos.Base(), sizeof(float) * 3); + m_Lock.Unlock(); +} + +void ShaderEditorHandler::RegisterCallbacks() const +{ + if (!IsReady()) + return; + + // 4 components max + shaderEdit->RegisterClientCallback("sun data", ClCallback_SunData, 4); + shaderEdit->RegisterClientCallback("sun dir", ClCallback_SunDirection, 3); + shaderEdit->RegisterClientCallback("local player velocity", ClCallback_PlayerVelocity, 4); + shaderEdit->RegisterClientCallback("local player position", ClCallback_PlayerPos, 3); + + shaderEdit->LockClientCallbacks(); +} + +extern bool DoesViewPlaneIntersectWater(float waterZ, int leafWaterDataID); + +// copy pasta from baseworldview +class CBaseVCallbackView : public CRendering3dView +{ + DECLARE_CLASS(CBaseVCallbackView, CRendering3dView); + + protected: + CBaseVCallbackView(CViewRender *pMainView) : CRendering3dView(pMainView){}; + + virtual bool AdjustView(float waterHeight) { return false; }; + + virtual void CallbackInitRenderList(int viewId) { BuildRenderableRenderLists(viewId); }; + + virtual bool ShouldDrawParticles() { return true; }; + + virtual bool ShouldDrawRopes() { return true; }; + + virtual bool ShouldDrawWorld() { return true; }; + + virtual bool ShouldDrawTranslucents() { return true; }; + + virtual bool ShouldDrawTranslucentWorld() { return true; }; + + void DrawSetup(float waterHeight, int nSetupFlags, float waterZAdjust, int iForceViewLeaf = -1) + { + int savedViewID = g_ShaderEditorSystem->GetViewIdForModify(); + + g_ShaderEditorSystem->GetViewIdForModify() = VIEW_ILLEGAL; + + render->BeginUpdateLightmaps(); + + bool bDrawEntities = (nSetupFlags & DF_DRAW_ENTITITES) != 0; + BuildWorldRenderLists(bDrawEntities, iForceViewLeaf, true, false, nullptr); + PruneWorldListInfo(); + + if (bDrawEntities) + CallbackInitRenderList(savedViewID); + + render->EndUpdateLightmaps(); + + g_ShaderEditorSystem->GetViewIdForModify() = savedViewID; + }; + + void DrawExecute(float waterHeight, view_id_t viewID, float waterZAdjust) + { + // ClientWorldListInfo_t is defined in viewrender.cpp... + // g_pClientShadowMgr->ComputeShadowTextures( *this, m_pWorldListInfo->m_LeafCount, + // m_pWorldListInfo->m_pLeafList ); + + engine->Sound_ExtraUpdate(); + + int savedViewID = g_ShaderEditorSystem->GetViewIdForModify(); + g_ShaderEditorSystem->GetViewIdForModify() = viewID; + + int iDrawFlagsBackup = m_DrawFlags; + m_DrawFlags |= m_pMainView->GetBaseDrawFlags(); + + PushView(waterHeight); + + CMatRenderContextPtr pRenderContext(materials); + + ITexture *pSaveFrameBufferCopyTexture = pRenderContext->GetFrameBufferCopyTexture(0); + if (engine->GetDXSupportLevel() >= 80) + { + pRenderContext->SetFrameBufferCopyTexture(GetPowerOfTwoFrameBufferTexture()); + } + + pRenderContext.SafeRelease(); + + static ConVarRef translucentNoWorld("r_drawtranslucentworld"); + const int tnoWorldSaved = translucentNoWorld.GetInt(); + translucentNoWorld.SetValue(ShouldDrawWorld() ? 0 : 1); + + if (m_DrawFlags & DF_DRAW_ENTITITES) + { + if (ShouldDrawWorld()) + DrawWorld(waterZAdjust); + + DrawOpaqueRenderables_Custom(false); + + if (ShouldDrawTranslucents() && ShouldDrawTranslucentWorld()) + DrawTranslucentRenderables(false, false); + else if (ShouldDrawTranslucents()) + DrawTranslucentRenderablesNoWorld(false); + else if (ShouldDrawTranslucentWorld()) + DrawTranslucentWorldInLeaves(false); + } + else if (ShouldDrawWorld()) + { + DrawWorld(waterZAdjust); + + if (ShouldDrawTranslucentWorld()) + DrawTranslucentWorldInLeaves(false); + } + + translucentNoWorld.SetValue(tnoWorldSaved); + + if (CurrentViewID() != VIEW_MAIN && CurrentViewID() != VIEW_INTRO_CAMERA) + PixelVisibility_EndCurrentView(); + + pRenderContext.GetFrom(materials); + pRenderContext->SetFrameBufferCopyTexture(pSaveFrameBufferCopyTexture); + PopView(); + + m_DrawFlags = iDrawFlagsBackup; + + g_ShaderEditorSystem->GetViewIdForModify() = savedViewID; + }; + + virtual void PushView(float waterHeight) + { + float spread = 2.0f; + if (m_DrawFlags & DF_FUDGE_UP) + { + waterHeight += spread; + } + else + { + waterHeight -= spread; + } + + MaterialHeightClipMode_t clipMode = MATERIAL_HEIGHTCLIPMODE_DISABLE; + + if ((m_DrawFlags & DF_CLIP_Z)) + { + if (m_DrawFlags & DF_CLIP_BELOW) + { + clipMode = MATERIAL_HEIGHTCLIPMODE_RENDER_ABOVE_HEIGHT; + } + else + { + clipMode = MATERIAL_HEIGHTCLIPMODE_RENDER_BELOW_HEIGHT; + } + } + + CMatRenderContextPtr pRenderContext(materials); + + if (m_ClearFlags & (VIEW_CLEAR_DEPTH | VIEW_CLEAR_COLOR | VIEW_CLEAR_STENCIL)) + { + if (m_ClearFlags & VIEW_CLEAR_OBEY_STENCIL) + { + pRenderContext->ClearBuffersObeyStencil((m_ClearFlags & VIEW_CLEAR_COLOR) != 0, + (m_ClearFlags & VIEW_CLEAR_DEPTH) != 0); + } + else + { + pRenderContext->ClearBuffers((m_ClearFlags & VIEW_CLEAR_COLOR) != 0, + (m_ClearFlags & VIEW_CLEAR_DEPTH) != 0, + (m_ClearFlags & VIEW_CLEAR_STENCIL) != 0); + } + } + + pRenderContext->SetHeightClipMode(clipMode); + if (clipMode != MATERIAL_HEIGHTCLIPMODE_DISABLE) + { + pRenderContext->SetHeightClipZ(waterHeight); + } + }; + + virtual void PopView() + { + CMatRenderContextPtr pRenderContext(materials); + pRenderContext->SetHeightClipMode(MATERIAL_HEIGHTCLIPMODE_DISABLE); + }; + + void DrawOpaqueRenderables_Custom(bool bShadowDepth) + { + // if( !r_drawopaquerenderables.GetBool() ) + // return; + + //if (!m_pMainView->ShouldDrawEntities()) + //return; + + render->SetBlend(1); + + const bool bRopes = ShouldDrawRopes(); + const bool bParticles = ShouldDrawParticles(); + + // + // Prepare to iterate over all leaves that were visible, and draw opaque things in them. + // + if (bRopes) + RopeManager()->ResetRenderCache(); + if (bParticles) + g_pParticleSystemMgr->ResetRenderCache(); + + bool const bDrawopaquestaticpropslast = false; // r_drawopaquestaticpropslast.GetBool(); + + // + // First do the brush models + // + { + CClientRenderablesList::CEntry *pEntitiesBegin, *pEntitiesEnd; + pEntitiesBegin = m_pRenderablesList->m_RenderGroups[RENDER_GROUP_OPAQUE_BRUSH]; + pEntitiesEnd = pEntitiesBegin + m_pRenderablesList->m_RenderGroupCounts[RENDER_GROUP_OPAQUE_BRUSH]; + DrawOpaqueRenderables_DrawBrushModels(pEntitiesBegin, pEntitiesEnd, bShadowDepth); + } + + // + // Sort everything that's not a static prop + // + int numOpaqueEnts = 0; + for (int bucket = 0; bucket < RENDER_GROUP_CFG_NUM_OPAQUE_ENT_BUCKETS; ++bucket) + numOpaqueEnts += m_pRenderablesList->m_RenderGroupCounts[RENDER_GROUP_OPAQUE_ENTITY_HUGE + 2 * bucket]; + + CUtlVector arrBoneSetupNpcsLast( + static_cast(_alloca(numOpaqueEnts * sizeof(C_BaseAnimating *))), numOpaqueEnts, + numOpaqueEnts); + CUtlVector arrRenderEntsNpcsFirst( + static_cast( + _alloca(numOpaqueEnts * sizeof(CClientRenderablesList::CEntry))), + numOpaqueEnts, numOpaqueEnts); + int numNpcs = 0, numNonNpcsAnimating = 0; + + for (int bucket = 0; bucket < RENDER_GROUP_CFG_NUM_OPAQUE_ENT_BUCKETS; ++bucket) + { + for (CClientRenderablesList::CEntry *const + pEntitiesBegin = m_pRenderablesList->m_RenderGroups[RENDER_GROUP_OPAQUE_ENTITY_HUGE + 2 * bucket], + *const pEntitiesEnd = + pEntitiesBegin + + m_pRenderablesList->m_RenderGroupCounts[RENDER_GROUP_OPAQUE_ENTITY_HUGE + 2 * bucket], + *itEntity = pEntitiesBegin; + itEntity < pEntitiesEnd; ++itEntity) + { + C_BaseEntity *pEntity = + itEntity->m_pRenderable ? itEntity->m_pRenderable->GetIClientUnknown()->GetBaseEntity() : NULL; + if (pEntity) + { + if (pEntity->IsNPC()) + { + C_BaseAnimating *pba = assert_cast(pEntity); + arrRenderEntsNpcsFirst[numNpcs++] = *itEntity; + arrBoneSetupNpcsLast[numOpaqueEnts - numNpcs] = pba; + + itEntity->m_pRenderable = nullptr; // We will render NPCs separately + itEntity->m_RenderHandle = NULL; + + continue; + } + else if (pEntity->GetBaseAnimating()) + { + C_BaseAnimating *pba = assert_cast(pEntity); + arrBoneSetupNpcsLast[numNonNpcsAnimating++] = pba; + // fall through + } + } + } + } + + // + // Draw static props + opaque entities from the biggest bucket to the smallest + // + { + CClientRenderablesList::CEntry *pEnts[RENDER_GROUP_CFG_NUM_OPAQUE_ENT_BUCKETS][2]; + CClientRenderablesList::CEntry *pProps[RENDER_GROUP_CFG_NUM_OPAQUE_ENT_BUCKETS][2]; + + for (int bucket = 0; bucket < RENDER_GROUP_CFG_NUM_OPAQUE_ENT_BUCKETS; ++bucket) + { + pEnts[bucket][0] = m_pRenderablesList->m_RenderGroups[RENDER_GROUP_OPAQUE_ENTITY_HUGE + 2 * bucket]; + pEnts[bucket][1] = + pEnts[bucket][0] + + m_pRenderablesList->m_RenderGroupCounts[RENDER_GROUP_OPAQUE_ENTITY_HUGE + 2 * bucket]; + + pProps[bucket][0] = m_pRenderablesList->m_RenderGroups[RENDER_GROUP_OPAQUE_STATIC_HUGE + 2 * bucket]; + pProps[bucket][1] = + pProps[bucket][0] + + m_pRenderablesList->m_RenderGroupCounts[RENDER_GROUP_OPAQUE_STATIC_HUGE + 2 * bucket]; + } + + for (int bucket = 0; bucket < RENDER_GROUP_CFG_NUM_OPAQUE_ENT_BUCKETS; ++bucket) + { + if (bDrawopaquestaticpropslast) + { + DrawOpaqueRenderables_Range(pEnts[bucket][0], pEnts[bucket][1], bShadowDepth); + DrawOpaqueRenderables_DrawStaticProps(pProps[bucket][0], pProps[bucket][1], bShadowDepth); + } + else + { + DrawOpaqueRenderables_Range(pEnts[bucket][0], pEnts[bucket][1], bShadowDepth); + DrawOpaqueRenderables_DrawStaticProps(pProps[bucket][0], pProps[bucket][1], bShadowDepth); + } + } + } + + // + // Draw NPCs now + // + DrawOpaqueRenderables_Range(arrRenderEntsNpcsFirst.Base(), arrRenderEntsNpcsFirst.Base() + numNpcs, + bShadowDepth); + // + // Ropes and particles + // + if (bRopes) + RopeManager()->DrawRenderCache(bShadowDepth); + if (bParticles) + g_pParticleSystemMgr->DrawRenderCache(bShadowDepth); + }; + void DrawOpaqueRenderable(IClientRenderable *pEnt, bool bTwoPass, bool bShadowDepth) + { + float color[3]; + + pEnt->GetColorModulation(color); + render->SetColorModulation(color); + + int flags = STUDIO_RENDER; + if (bTwoPass) + { + flags |= STUDIO_TWOPASS; + } + + if (bShadowDepth) + { + flags |= STUDIO_SHADOWDEPTHTEXTURE; + } + + float *pRenderClipPlane = pEnt->GetRenderClipPlane(); + + if (pRenderClipPlane) + { + CMatRenderContextPtr pRenderContext(materials); + if (!materials->UsingFastClipping()) // do NOT change the fast clip plane mid-scene, depth problems result. + // Regular user clip planes are fine though + pRenderContext->PushCustomClipPlane(pRenderClipPlane); +#if DEBUG + else + AssertMsg(0, "can't link DrawClippedDepthBox externally so you either have to cope with even more " + "redundancy or move all this crap to viewrender"); +#endif + // DrawClippedDepthBox( pEnt, pRenderClipPlane ); + Assert(view->GetCurrentlyDrawingEntity() == NULL); + view->SetCurrentlyDrawingEntity(pEnt->GetIClientUnknown()->GetBaseEntity()); + pEnt->DrawModel(flags); + view->SetCurrentlyDrawingEntity(nullptr); + if (pRenderClipPlane && !materials->UsingFastClipping()) + pRenderContext->PopCustomClipPlane(); + } + else + { + Assert(view->GetCurrentlyDrawingEntity() == NULL); + view->SetCurrentlyDrawingEntity(pEnt->GetIClientUnknown()->GetBaseEntity()); + pEnt->DrawModel(flags); + view->SetCurrentlyDrawingEntity(nullptr); + } + } + + void DrawOpaqueRenderables_DrawBrushModels(CClientRenderablesList::CEntry *pEntitiesBegin, + CClientRenderablesList::CEntry *pEntitiesEnd, bool bShadowDepth) + { + for (CClientRenderablesList::CEntry *itEntity = pEntitiesBegin; itEntity < pEntitiesEnd; ++itEntity) + DrawOpaqueRenderable(itEntity->m_pRenderable, false, bShadowDepth); + } + + void DrawOpaqueRenderables_DrawStaticProps(CClientRenderablesList::CEntry *pEntitiesBegin, + CClientRenderablesList::CEntry *pEntitiesEnd, bool bShadowDepth) + { + if (pEntitiesEnd == pEntitiesBegin) + return; + + float one[4] = {1.0f, 1.0f, 1.0f, 1.0f}; + render->SetColorModulation(one); + render->SetBlend(1.0f); + + const int MAX_STATICS_PER_BATCH = 512; + IClientRenderable *pStatics[MAX_STATICS_PER_BATCH]; + + int numScheduled = 0, numAvailable = MAX_STATICS_PER_BATCH; + + for (CClientRenderablesList::CEntry *itEntity = pEntitiesBegin; itEntity < pEntitiesEnd; ++itEntity) + { + if (itEntity->m_pRenderable) + NULL; + else + continue; + + pStatics[numScheduled++] = itEntity->m_pRenderable; + if (--numAvailable > 0) + continue; // place a hint for compiler to predict more common case in the loop + + staticpropmgr->DrawStaticProps(pStatics, numScheduled, bShadowDepth, vcollide_wireframe.GetBool()); + numScheduled = 0; + numAvailable = MAX_STATICS_PER_BATCH; + } + + if (numScheduled) + staticpropmgr->DrawStaticProps(pStatics, numScheduled, bShadowDepth, vcollide_wireframe.GetBool()); + } + + void DrawOpaqueRenderables_Range(CClientRenderablesList::CEntry *pEntitiesBegin, + CClientRenderablesList::CEntry *pEntitiesEnd, bool bShadowDepth) + { + for (CClientRenderablesList::CEntry *itEntity = pEntitiesBegin; itEntity < pEntitiesEnd; ++itEntity) + if (itEntity->m_pRenderable) + DrawOpaqueRenderable(itEntity->m_pRenderable, (itEntity->m_TwoPass != 0), bShadowDepth); + } +}; + +class CSimpleVCallbackView : public CBaseVCallbackView +{ + DECLARE_CLASS(CSimpleVCallbackView, CBaseVCallbackView); + + public: + CSimpleVCallbackView(CViewRender *pMainView) : CBaseVCallbackView(pMainView) {} + + struct EditorViewSettings + { + bool bDrawPlayers; + bool bDrawWeapons; + bool bDrawStaticProps; + bool bDrawMisc; + bool bDrawTranslucents; + bool bDrawWater; + bool bDrawWorld; + bool bDrawParticles; + bool bDrawRopes; + bool bDrawSkybox; + bool bClipSkybox; + bool bClearColor; + bool bClearDepth; + bool bClearStencil; + bool bClearObeyStencil; + bool bFogOverride; + bool bFogEnabled; + + int iClearColorR; + int iClearColorG; + int iClearColorB; + int iClearColorA; + int iFogColorR; + int iFogColorG; + int iFogColorB; + + float flFogStart; + float flFogEnd; + float flFogDensity; + }; + + EditorViewSettings settings; + + void Setup(const CViewSetup &view, CSimpleVCallbackView::EditorViewSettings settings, + const VisibleFogVolumeInfo_t &fogInfo, const WaterRenderInfo_t &info) + { + this->settings = settings; + + BaseClass::Setup(view); + + m_ClearFlags = (settings.bClearColor ? VIEW_CLEAR_COLOR : 0) | (settings.bClearDepth ? VIEW_CLEAR_DEPTH : 0) | + (settings.bClearStencil ? VIEW_CLEAR_STENCIL : 0) | + (settings.bClearObeyStencil ? VIEW_CLEAR_OBEY_STENCIL : 0); + + m_DrawFlags = (settings.bDrawPlayers || settings.bDrawStaticProps || settings.bDrawTranslucents || + settings.bDrawWeapons || settings.bDrawMisc) + ? DF_DRAW_ENTITITES + : 0; + + // if ( settings.bDrawWorld ) + { + if (!info.m_bOpaqueWater) + { + m_DrawFlags |= DF_RENDER_UNDERWATER | DF_RENDER_ABOVEWATER; + } + else + { + bool bViewIntersectsWater = + DoesViewPlaneIntersectWater(fogInfo.m_flWaterHeight, fogInfo.m_nVisibleFogVolume); + if (bViewIntersectsWater) + { + // have to draw both sides if we can see both. + m_DrawFlags |= DF_RENDER_UNDERWATER | DF_RENDER_ABOVEWATER; + } + else if (fogInfo.m_bEyeInFogVolume) + { + m_DrawFlags |= DF_RENDER_UNDERWATER; + } + else + { + m_DrawFlags |= DF_RENDER_ABOVEWATER; + } + } + } + + if (info.m_bDrawWaterSurface && settings.bDrawWater) + { + m_DrawFlags |= DF_RENDER_WATER; + } + + if (!fogInfo.m_bEyeInFogVolume && settings.bDrawSkybox) + { + m_DrawFlags |= DF_DRAWSKYBOX; + } + + if (settings.bClipSkybox) + m_DrawFlags |= DF_CLIP_SKYBOX; + + m_pCustomVisibility = nullptr; + m_fogInfo = fogInfo; + }; + + void Draw() override + { + DrawSetup(0, m_DrawFlags, 0); + + CMatRenderContextPtr pRenderContext(materials); + + pRenderContext->ClearColor4ub( + static_cast(settings.iClearColorR), static_cast(settings.iClearColorG), + static_cast(settings.iClearColorB), static_cast(settings.iClearColorA)); + + if (settings.bFogOverride) + { + if (!settings.bFogEnabled) + pRenderContext->FogMode(MATERIAL_FOG_NONE); + else + { + pRenderContext->FogMode(MATERIAL_FOG_LINEAR); + pRenderContext->FogColor3ub(static_cast(settings.iFogColorR), + static_cast(settings.iFogColorG), + static_cast(settings.iFogColorB)); + pRenderContext->FogStart(settings.flFogStart); + pRenderContext->FogEnd(settings.flFogEnd); + pRenderContext->FogMaxDensity(settings.flFogDensity); + } + } + else if (!m_fogInfo.m_bEyeInFogVolume) + { + EnableWorldFog(); + } + else + { + m_ClearFlags |= VIEW_CLEAR_COLOR; + + SetFogVolumeState(m_fogInfo, false); + + pRenderContext.GetFrom(materials); + + unsigned char ucFogColor[3]; + pRenderContext->GetFogColor(ucFogColor); + pRenderContext->ClearColor4ub(ucFogColor[0], ucFogColor[1], ucFogColor[2], 255); + } + + pRenderContext.SafeRelease(); + + DrawExecute(0, CurrentViewID(), 0); + + pRenderContext.GetFrom(materials); + pRenderContext->ClearColor4ub(0, 0, 0, 255); + + m_pMainView->DisableFog(); + }; + + void CallbackInitRenderList(int viewId) override + { + BaseClass::CallbackInitRenderList(viewId); + + if (settings.bDrawPlayers && settings.bDrawStaticProps && settings.bDrawTranslucents && settings.bDrawWeapons && + settings.bDrawMisc) + return; + + for (int i = 0; i < RENDER_GROUP_COUNT; i++) + { + const bool bStaticProp = i == 0 || i == 2 || i == 4 || i == 6; + + for (int e = 0; e < m_pRenderablesList->m_RenderGroupCounts[i]; e++) + { + CClientRenderablesList::CEntry *pEntry = m_pRenderablesList->m_RenderGroups[i] + e; + + if (!pEntry || !pEntry->m_pRenderable) + continue; + + bool bRemove = false; + if (bStaticProp) + bRemove = !settings.bDrawStaticProps; + else + { + IClientUnknown *pUnknown = pEntry->m_pRenderable->GetIClientUnknown(); + + if (!pUnknown || !pUnknown->GetBaseEntity()) + continue; + + C_BaseEntity *pEntity = pUnknown->GetBaseEntity(); + + if (pEntity->IsPlayer()) + bRemove = !settings.bDrawPlayers; + else if (dynamic_cast(pEntity) != nullptr) + bRemove = !settings.bDrawWeapons; + else if (pEntry->m_pRenderable->IsTransparent()) + bRemove = !settings.bDrawTranslucents; + else + bRemove = !settings.bDrawMisc; + } + + if (bRemove) + { + pEntry->m_pRenderable = nullptr; + pEntry->m_RenderHandle = NULL; + } + } + + int eLast = -1; + for (int e = 0; e < m_pRenderablesList->m_RenderGroupCounts[i]; e++) + { + CClientRenderablesList::CEntry *pEntry = m_pRenderablesList->m_RenderGroups[i] + e; + + if (!pEntry || !pEntry->m_pRenderable || !pEntry->m_RenderHandle) + { + for (int e2 = e + 1; e2 < m_pRenderablesList->m_RenderGroupCounts[i]; e2++) + { + CClientRenderablesList::CEntry *pEntry2 = m_pRenderablesList->m_RenderGroups[i] + e2; + if (pEntry2 && pEntry2->m_pRenderable && pEntry2->m_RenderHandle) + { + CClientRenderablesList::CEntry tmp = *pEntry; + *pEntry = *pEntry2; + *pEntry2 = tmp; + break; + } + } + } + + if (pEntry && pEntry->m_pRenderable && pEntry->m_RenderHandle) + eLast = e; + } + + m_pRenderablesList->m_RenderGroupCounts[i] = eLast + 1; + } + }; + + bool ShouldDrawParticles() override { return settings.bDrawParticles; }; + + bool ShouldDrawRopes() override { return settings.bDrawRopes; }; + + bool ShouldDrawWorld() override { return settings.bDrawWorld; }; + + bool ShouldDrawTranslucents() override { return settings.bDrawTranslucents; }; + + bool ShouldDrawTranslucentWorld() override { return settings.bDrawWorld && settings.bDrawTranslucents; }; + + private: + VisibleFogVolumeInfo_t m_fogInfo; +}; + +static bool UpdateRefractIfNeededByList(CUtlVector &list) +{ + int nCount = list.Count(); + for (int i = 0; i < nCount; ++i) + { + IClientUnknown *pUnk = list[i]->GetIClientUnknown(); + Assert(pUnk); + + IClientRenderable *pRenderable = pUnk->GetClientRenderable(); + Assert(pRenderable); + + if (pRenderable->UsesPowerOfTwoFrameBufferTexture()) + { + UpdateRefractTexture(); + return true; + } + } + + return false; +} +static void DrawRenderablesInList(CUtlVector &list, int flags = 0) +{ + CViewRender *pCView = assert_cast(view); + Assert(pCView->GetCurrentlyDrawingEntity() == NULL); + + int nCount = list.Count(); + for (int i = 0; i < nCount; ++i) + { + IClientUnknown *pUnk = list[i]->GetIClientUnknown(); + Assert(pUnk); + + IClientRenderable *pRenderable = pUnk->GetClientRenderable(); + Assert(pRenderable); + + // Non-view models wanting to render in view model list... + if (pRenderable->ShouldDraw()) + { + pCView->SetCurrentlyDrawingEntity(pUnk->GetBaseEntity()); + pRenderable->DrawModel(STUDIO_RENDER | flags); + } + } + pCView->SetCurrentlyDrawingEntity(nullptr); +} + +int &ShaderEditorHandler::GetViewIdForModify() const +{ + Assert(m_piCurrentViewId != NULL); + + return *m_piCurrentViewId; +} + +const VisibleFogVolumeInfo_t &ShaderEditorHandler::GetFogVolumeInfo() const { return m_tFogVolumeInfo; } +const WaterRenderInfo_t &ShaderEditorHandler::GetWaterRenderInfo() const { return m_tWaterRenderInfo; } + +pFnVrCallback_Declare(VrCallback_General) +{ + CViewRender *pCView = assert_cast(view); + Assert(pCView->GetViewSetup() != NULL); + + const CViewSetup *setup = pCView->GetViewSetup(); + + CSimpleVCallbackView::EditorViewSettings settings; + + settings.bDrawPlayers = pbOptions[0]; + settings.bDrawWeapons = pbOptions[1]; + settings.bDrawStaticProps = pbOptions[2]; + settings.bDrawMisc = pbOptions[3]; + settings.bDrawTranslucents = pbOptions[4]; + settings.bDrawWater = pbOptions[5]; + settings.bDrawWorld = pbOptions[6]; + settings.bDrawParticles = pbOptions[7]; + settings.bDrawRopes = pbOptions[8]; + settings.bDrawSkybox = pbOptions[9]; + settings.bClipSkybox = pbOptions[10]; + settings.bClearColor = pbOptions[11]; + settings.bClearDepth = pbOptions[12]; + settings.bClearStencil = pbOptions[13]; + settings.bClearObeyStencil = pbOptions[14]; + settings.bFogOverride = pbOptions[15]; + settings.bFogEnabled = pbOptions[16]; + + settings.iClearColorR = piOptions[0]; + settings.iClearColorG = piOptions[1]; + settings.iClearColorB = piOptions[2]; + settings.iClearColorA = piOptions[3]; + settings.iFogColorR = piOptions[4]; + settings.iFogColorG = piOptions[5]; + settings.iFogColorB = piOptions[6]; + + settings.flFogStart = pflOptions[0]; + settings.flFogEnd = pflOptions[1]; + settings.flFogDensity = pflOptions[2]; + + if (settings.flFogEnd < 0) + settings.flFogEnd = setup->zFar; + + CRefPtr pGeneralCallbackView = new CSimpleVCallbackView(pCView); + pGeneralCallbackView->Setup(*setup, settings, g_ShaderEditorSystem->GetFogVolumeInfo(), + g_ShaderEditorSystem->GetWaterRenderInfo()); + pCView->AddViewToScene(pGeneralCallbackView); +} + +pFnVrCallback_Declare(VrCallback_ViewModel) +{ + CViewRender *pCView = assert_cast(view); + Assert(pCView->GetViewSetup() != NULL); + + CMatRenderContextPtr pRenderContext(materials); + + static ConVarRef drawVM("r_drawviewmodel"); + + const bool bHideVM = pbOptions[0]; + const bool bFogOverride = pbOptions[5]; + const int iClearFlags = (pbOptions[1] ? VIEW_CLEAR_COLOR : 0) | (pbOptions[2] ? VIEW_CLEAR_DEPTH : 0) | + (pbOptions[3] ? VIEW_CLEAR_STENCIL : 0) | (pbOptions[4] ? VIEW_CLEAR_OBEY_STENCIL : 0); + + drawVM.SetValue(!bHideVM); + + if (bFogOverride) + { + if (!pbOptions[6]) + pCView->DisableFog(); + else + { + pRenderContext->FogMode(MATERIAL_FOG_LINEAR); + pRenderContext->FogColor3ub(static_cast(piOptions[4]), + static_cast(piOptions[5]), + static_cast(piOptions[6])); + pRenderContext->FogStart(pflOptions[0]); + pRenderContext->FogEnd(pflOptions[1]); + pRenderContext->FogMaxDensity(pflOptions[2]); + } + } + + int bbx, bby; + materials->GetBackBufferDimensions(bbx, bby); + + // Restore the matrices + pRenderContext->MatrixMode(MATERIAL_PROJECTION); + pRenderContext->PushMatrix(); + + ITexture *pTex = pRenderContext->GetRenderTarget(); + const CViewSetup &view = *pCView->GetViewSetup(); + CViewSetup viewModelSetup(view); + viewModelSetup.zNear = view.zNearViewmodel; + viewModelSetup.zFar = view.zFarViewmodel; + viewModelSetup.fov = view.fovViewmodel; + viewModelSetup.m_flAspectRatio = engine->GetScreenAspectRatio(); + viewModelSetup.width = pTex ? pTex->GetActualWidth() : bbx; + viewModelSetup.height = pTex ? pTex->GetActualHeight() : bby; + + if (iClearFlags & VIEW_CLEAR_COLOR) + { + pRenderContext->ClearColor4ub( + static_cast(piOptions[0]), static_cast(piOptions[1]), + static_cast(piOptions[2]), static_cast(piOptions[3])); + } + + render->Push3DView(viewModelSetup, iClearFlags, pTex, pCView->GetFrustum()); + const bool bUseDepthHack = true; + + float depthmin = 0.0f; + float depthmax = 1.0f; + + // HACK HACK: Munge the depth range to prevent view model from poking into walls, etc. + // Force clipped down range + if (bUseDepthHack) + pRenderContext->DepthRange(0.0f, 0.1f); + + CUtlVector opaqueViewModelList(32); + CUtlVector translucentViewModelList(32); + ClientLeafSystem()->CollateViewModelRenderables(opaqueViewModelList, translucentViewModelList); + + const bool bUpdateRefractForOpaque = UpdateRefractIfNeededByList(opaqueViewModelList); + DrawRenderablesInList(opaqueViewModelList); + + if (!bUpdateRefractForOpaque) + UpdateRefractIfNeededByList(translucentViewModelList); + + DrawRenderablesInList(translucentViewModelList, STUDIO_TRANSPARENCY); + + // Reset the depth range to the original values + if (bUseDepthHack) + pRenderContext->DepthRange(depthmin, depthmax); + + render->PopView(pCView->GetFrustum()); + + // Restore the matrices + pRenderContext->MatrixMode(MATERIAL_PROJECTION); + pRenderContext->PopMatrix(); + + if (bFogOverride) + pCView->DisableFog(); +} + +void ShaderEditorHandler::RegisterViewRenderCallbacks() const +{ + if (!IsReady()) + return; + + const char *boolNames_generalVrc[] = { + "Draw players", "Draw weapons", "Draw static props", "Draw misc", "Draw translucents", "Draw water", + "Draw world", "Draw particles", "Draw ropes", "Draw skybox (2D)", "Clip skybox", "Clear color", + "Clear depth", "Clear stencil", "Clear obey stencil", "Fog override", "Fog force enabled", + }; + const bool boolDefaults_generalVrc[] = { + true, true, true, true, true, true, true, true, true, true, false, true, true, false, false, false, true, + }; + const char *intNames_generalVrc[] = { + "Clear color R (0-255)", "Clear color G (0-255)", "Clear color B (0-255)", "Clear color A (0-255)", + "Fog color R (0-255)", "Fog color G (0-255)", "Fog color B (0-255)", + }; + + const char *floatNames_generalVrc[] = { + "Fog start (units)", "Fog end (units)", "Fog density (0-1)", + }; + const float floatDefaults_generalVrc[] = { + 0, 2000, 1, + }; + + const char *boolNames_vmVrc[] = { + "Hide default viewmodel", "Clear color", "Clear depth", "Clear stencil", + "Clear obey stencil", "Fog override", "Fog force enabled", + }; + const bool boolDefaults_vmVrc[] = { + false, true, true, false, false, false, true, + }; + + Assert(ARRAYSIZE(boolNames_generalVrc) == ARRAYSIZE(boolDefaults_generalVrc)); + Assert(ARRAYSIZE(floatNames_generalVrc) == ARRAYSIZE(floatDefaults_generalVrc)); + Assert(ARRAYSIZE(boolNames_vmVrc) == ARRAYSIZE(boolDefaults_vmVrc)); + + shaderEdit->RegisterViewRenderCallback( + "General view", VrCallback_General, boolNames_generalVrc, boolDefaults_generalVrc, + ARRAYSIZE(boolNames_generalVrc), intNames_generalVrc, nullptr, ARRAYSIZE(intNames_generalVrc), + floatNames_generalVrc, floatDefaults_generalVrc, ARRAYSIZE(floatNames_generalVrc)); + + shaderEdit->RegisterViewRenderCallback("Viewmodel view", VrCallback_ViewModel, boolNames_vmVrc, boolDefaults_vmVrc, + ARRAYSIZE(boolNames_vmVrc), intNames_generalVrc, nullptr, + ARRAYSIZE(intNames_generalVrc), floatNames_generalVrc, + floatDefaults_generalVrc, ARRAYSIZE(floatNames_generalVrc)); + + shaderEdit->LockViewRenderCallbacks(); +} \ No newline at end of file diff --git a/mp/src/game/client/ShaderEditor/ShaderEditorSystem.h b/mp/src/game/client/ShaderEditor/ShaderEditorSystem.h new file mode 100644 index 0000000000..5d09739f8d --- /dev/null +++ b/mp/src/game/client/ShaderEditor/ShaderEditorSystem.h @@ -0,0 +1,49 @@ +#ifndef SHEDITSYSTEM_H +#define SHEDITSYSTEM_H + +#include "cbase.h" + +#include "datacache/imdlcache.h" + +#include "iviewrender.h" +#include "view_shared.h" +#include "viewrender.h" + + +class ShaderEditorHandler : public CAutoGameSystemPerFrame +{ +public: + ShaderEditorHandler( char const *name ); + ~ShaderEditorHandler(); + + bool Init() override; + void Shutdown() override; + + void Update( float frametime ) override; + void PreRender() override; + void PostRender() override; + void CustomViewRender( int *viewId, const VisibleFogVolumeInfo_t &fogVolumeInfo, const WaterRenderInfo_t &waterRenderInfo ); + void CustomPostRender() const; + void UpdateSkymask( bool bCombineMode = false ) const; + + bool IsReady() const; + int &GetViewIdForModify() const; + const VisibleFogVolumeInfo_t &GetFogVolumeInfo() const; + const WaterRenderInfo_t &GetWaterRenderInfo() const; + +private: + bool m_bReady; + + void RegisterCallbacks() const; + void PrepareCallbackData() const; + + void RegisterViewRenderCallbacks() const; + + int *m_piCurrentViewId; + VisibleFogVolumeInfo_t m_tFogVolumeInfo; + WaterRenderInfo_t m_tWaterRenderInfo; +}; + +extern ShaderEditorHandler *g_ShaderEditorSystem; + +#endif \ No newline at end of file diff --git a/mp/src/game/client/client_momentum.vpc b/mp/src/game/client/client_momentum.vpc index 01939fbaf9..f79d1bd03c 100644 --- a/mp/src/game/client/client_momentum.vpc +++ b/mp/src/game/client/client_momentum.vpc @@ -1,45 +1,45 @@ //----------------------------------------------------------------------------- -// CLIENT_MOMENTUM.VPC +// CLIENT_MOMENTUM.VPC // -// Project Script +// Project Script //----------------------------------------------------------------------------- -$Macro SRCDIR "..\.." -$Macro GAMENAME "momentum" +$Macro SRCDIR "..\.." +$Macro GAMENAME "momentum" $Include "$SRCDIR\game\client\client_base.vpc" $Configuration { - $Compiler - { - $AdditionalIncludeDirectories "$BASE;momentum\ui\MapSelection,.\momentum\ui,.\momentum;$SRCDIR\game\shared\momentum;$SRCDIR\thirdparty\gason\src" - $PreprocessorDefinitions "$BASE" - } + $Compiler + { + $AdditionalIncludeDirectories "$BASE;momentum\ui\MapSelection,.\momentum\ui,.\momentum;$SRCDIR\game\shared\momentum;$SRCDIR\thirdparty\gason\src" + $PreprocessorDefinitions "$BASE;SOURCE_2013" + } } $Project "Client (Momentum)" { - $Folder "Source Files" - { - $File "c_team_objectiveresource.cpp" - $File "c_team_objectiveresource.h" + $Folder "Source Files" + { + $File "c_team_objectiveresource.cpp" + $File "c_team_objectiveresource.h" - $Folder "Momentum" - { - $Folder "UI" - { + $Folder "Momentum" + { + $Folder "UI" + { $Folder "MapSelection" { $Folder "Headers" { $File "momentum\ui\MapSelection\BaseMapsPage.h" $File "momentum\ui\MapSelection\IMapList.h" - $File "momentum\ui\MapSelection\IMapSelector.h" + $File "momentum\ui\MapSelection\IMapSelector.h" $File "momentum\ui\MapSelection\LocalMaps.h" $File "momentum\ui\MapSelection\MapContextMenu.h" $File "momentum\ui\MapSelection\MapInfoDialog.h" - $File "momentum\ui\MapSelection\MapSelector.h" + $File "momentum\ui\MapSelection\MapSelector.h" $File "momentum\ui\MapSelection\MapSelectorDialog.h" $File "momentum\ui\MapSelection\OnlineMaps.h" $File "momentum\ui\MapSelection\pch_mapselection.h" @@ -48,108 +48,142 @@ $Project "Client (Momentum)" "momentum\ui\MapSelection\LocalMaps.cpp" \ "momentum\ui\MapSelection\MapContextMenu.cpp" \ "momentum\ui\MapSelection\MapInfoDialog.cpp" \ - "momentum\ui\MapSelection\MapSelector.cpp" \ + "momentum\ui\MapSelection\MapSelector.cpp" \ "momentum\ui\MapSelection\MapSelectorDialog.cpp" \ "momentum\ui\MapSelection\OnlineMaps.cpp" { - $Configuration - { - $Compiler - { - $Create/UsePrecompiledHeader "Not Using Precompiled Headers" - } - } - } + $Configuration + { + $Compiler + { + $Create/UsePrecompiledHeader "Not Using Precompiled Headers" + } + } + } } $File "momentum\ui\MomentumSettingsDialog.cpp" $File "momentum\ui\IMomentumSettingsPanel.h" - $File "momentum\ui\hud_speedometer.cpp" - $File "momentum\ui\hud_strafesync.cpp" - $File "momentum\ui\hud_timer.cpp" - $File "momentum\ui\hud_cp_menu.cpp" - $File "momentum\ui\hud_menu_static.h" - $File "momentum\ui\hud_menu_static.cpp" - $File "momentum\ui\hud_fillablebar.h" + $File "momentum\ui\hud_speedometer.cpp" + $File "momentum\ui\hud_strafesync.cpp" + $File "momentum\ui\hud_timer.cpp" + $File "momentum\ui\hud_cp_menu.cpp" + $File "momentum\ui\hud_menu_static.h" + $File "momentum\ui\hud_menu_static.cpp" + $File "momentum\ui\hud_fillablebar.h" $File "momentum\ui\ClientTimesDisplay.h" $File "momentum\ui\ClientTimesDisplay.cpp" - $File "momentum\ui\IVersionWarnPanel.h" - $File "momentum\ui\VersionWarnPanel.cpp" - $File "momentum\ui\hud_versionwarn.cpp" - $File "momentum\ui\hud_mapfinished.cpp" - $File "momentum\ui\hud_keypress.cpp" - $File "hl2\hud_credits.cpp" - $File "hl2\hud_weaponselection.cpp" - $File "hud_chat.cpp" - - } + $File "momentum\ui\IVersionWarnPanel.h" + $File "momentum\ui\VersionWarnPanel.cpp" + $File "momentum\ui\hud_versionwarn.cpp" + $File "momentum\ui\hud_mapfinished.cpp" + $File "momentum\ui\hud_mapfinished.h" + $File "momentum\ui\hud_keypress.cpp" + $File "hl2\hud_credits.cpp" + $File "hl2\hud_weaponselection.cpp" + $File "hud_chat.cpp" + $File "momentum\ui\hud_comparisons.cpp" + $File "momentum\ui\hud_comparisons.h" + $File "momentum\ui\hud_mapinfo.cpp" + $File "momentum\ui\momSpectatorGUI.cpp" + $File "momentum\ui\momSpectatorGUI.h" + } - $File "momentum\client_events.h" + $File "momentum\client_events.h" - $File "momentum\client_events.cpp" - { - $Configuration - { - $Compiler - { - $Create/UsePrecompiledHeader "Not Using Precompiled Headers" - } - } - } + $File "momentum\client_events.cpp" + { + $Configuration + { + $Compiler + { + $Create/UsePrecompiledHeader "Not Using Precompiled Headers" + } + } + } - $Folder "Weapons" - { - $File "$SRCDIR\game\shared\momentum\weapon_momentum_gun.cpp" - $File "$SRCDIR\game\shared\momentum\basecsgrenade_projectile.cpp" - $File "$SRCDIR\game\shared\momentum\basecsgrenade_projectile.h" - $File "$SRCDIR\game\shared\momentum\cs_ammodef.cpp" - $File "$SRCDIR\game\shared\momentum\cs_ammodef.h" - $File "$SRCDIR\game\shared\momentum\cs_playeranimstate.cpp" - $File "$SRCDIR\game\shared\momentum\cs_playeranimstate.h" - $File "$SRCDIR\game\shared\momentum\cs_weapon_parse.cpp" - $File "$SRCDIR\game\shared\momentum\cs_weapon_parse.h" - $File "$SRCDIR\game\shared\momentum\weapon_csbase.h" - $File "$SRCDIR\game\shared\momentum\weapon_csbase.cpp" - $File "$SRCDIR\game\shared\momentum\weapon_csbasegun.cpp" - $File "$SRCDIR\game\shared\momentum\weapon_csbasegun.h" - $File "$SRCDIR\game\shared\momentum\weapon_cs_heavy.cpp" - $File "$SRCDIR\game\shared\momentum\weapon_cs_pistols.cpp" + $Folder "Weapons" + { + $File "$SRCDIR\game\shared\momentum\weapon_momentum_gun.cpp" + $File "$SRCDIR\game\shared\momentum\basecsgrenade_projectile.cpp" + $File "$SRCDIR\game\shared\momentum\basecsgrenade_projectile.h" + $File "$SRCDIR\game\shared\momentum\cs_ammodef.cpp" + $File "$SRCDIR\game\shared\momentum\cs_ammodef.h" + $File "$SRCDIR\game\shared\momentum\cs_playeranimstate.cpp" + $File "$SRCDIR\game\shared\momentum\cs_playeranimstate.h" + $File "$SRCDIR\game\shared\momentum\cs_weapon_parse.cpp" + $File "$SRCDIR\game\shared\momentum\cs_weapon_parse.h" + $File "$SRCDIR\game\shared\momentum\weapon_csbase.h" + $File "$SRCDIR\game\shared\momentum\weapon_csbase.cpp" + $File "$SRCDIR\game\shared\momentum\weapon_csbasegun.cpp" + $File "$SRCDIR\game\shared\momentum\weapon_csbasegun.h" + $File "$SRCDIR\game\shared\momentum\weapon_cs_heavy.cpp" + $File "$SRCDIR\game\shared\momentum\weapon_cs_pistols.cpp" $File "$SRCDIR\game\shared\momentum\weapon_cs_rifles.cpp" - $File "$SRCDIR\game\shared\momentum\weapon_cs_smgs.cpp" - $File "$SRCDIR\game\shared\momentum\weapon_basecsgrenade.cpp" - $File "$SRCDIR\game\shared\momentum\weapon_basecsgrenade.h" - $File "$SRCDIR\game\shared\momentum\weapon_flashbang.h" - $File "$SRCDIR\game\shared\momentum\weapon_flashbang.cpp" - $File "$SRCDIR\game\shared\momentum\weapon_hegrenade.cpp" - $File "$SRCDIR\game\shared\momentum\weapon_hegrenade.h" - $File "$SRCDIR\game\shared\momentum\weapon_knife.cpp" - $File "$SRCDIR\game\shared\momentum\weapon_knife.h" - $File "$SRCDIR\game\shared\momentum\weapon_smokegrenade.h" - $File "$SRCDIR\game\shared\momentum\weapon_smokegrenade.cpp" - } + $File "$SRCDIR\game\shared\momentum\weapon_cs_smgs.cpp" + $File "$SRCDIR\game\shared\momentum\weapon_basecsgrenade.cpp" + $File "$SRCDIR\game\shared\momentum\weapon_basecsgrenade.h" + $File "$SRCDIR\game\shared\momentum\weapon_flashbang.h" + $File "$SRCDIR\game\shared\momentum\weapon_flashbang.cpp" + $File "$SRCDIR\game\shared\momentum\weapon_hegrenade.cpp" + $File "$SRCDIR\game\shared\momentum\weapon_hegrenade.h" + $File "$SRCDIR\game\shared\momentum\weapon_knife.cpp" + $File "$SRCDIR\game\shared\momentum\weapon_knife.h" + $File "$SRCDIR\game\shared\momentum\weapon_smokegrenade.h" + $File "$SRCDIR\game\shared\momentum\weapon_smokegrenade.cpp" + } - $Folder "Util" - { - $File "$SRCDIR\game\shared\momentum\util\mom_util.cpp" - $File "$SRCDIR\game\shared\momentum\util\mom_util.h" - } + $Folder "Util" + { + $File "$SRCDIR\game\shared\momentum\util\mom_util.cpp" + $File "$SRCDIR\game\shared\momentum\util\mom_util.h" + $File "$SRCDIR\game\shared\momentum\util\binary_reader.cpp" + $File "$SRCDIR\game\shared\momentum\util\binary_reader.h" + $File "$SRCDIR\game\shared\momentum\util\binary_writer.cpp" + $File "$SRCDIR\game\shared\momentum\util\binary_writer.h" + $File "$SRCDIR\game\shared\momentum\util\serialization.h" + $File "$SRCDIR\game\shared\momentum\util\baseautocompletefilelist.cpp" + $File "$SRCDIR\game\shared\momentum\util\baseautocompletefilelist.h" + $File "$SRCDIR\game\shared\momentum\util\run_compare.h" + $File "$SRCDIR\game\shared\momentum\util\run_stats.h" + $File "$SRCDIR\game\shared\momentum\util\run_stats.cpp" + } + + $Folder "Shader Editor" [$WIN32] + { + $Folder "Header Files" + { + $File "$SRCDIR\game\client\ShaderEditor\ISEdit_ModelRender.h" + $File "$SRCDIR\game\client\ShaderEditor\IVShaderEditor.h" + $File "$SRCDIR\game\client\ShaderEditor\ShaderEditorSystem.h" + $File "$SRCDIR\game\client\ShaderEditor\SEdit_ModelRender.h" + } + + $Folder "Implementation Files" + { + $File "$SRCDIR\game\client\ShaderEditor\ShaderEditorSystem.cpp" + $File "$SRCDIR\game\client\ShaderEditor\SEdit_ModelRender.cpp" + } + } - $File "$SRCDIR\game\shared\momentum\mom_gamemovement.cpp" - $File "$SRCDIR\game\shared\momentum\mom_gamemovement.h" - $File "$SRCDIR\game\shared\momentum\mom_player_shared.h" - $File "$SRCDIR\game\shared\momentum\mom_player_shared.cpp" - $File "$SRCDIR\game\shared\momentum\mom_gamerules.cpp" - $File "$SRCDIR\game\shared\momentum\mom_usermessages.cpp" - $File "$SRCDIR\game\shared\momentum\mom_gamerules.h" - $File "$SRCDIR\game\shared\momentum\mom_shareddefs.h" - $File "momentum\c_mom_player.cpp" - $File "momentum\c_mom_player.h" - $File "momentum\c_te_shotgun_shot.cpp" - $File "momentum\fx_cs_muzzleflash.cpp" - $File "momentum\fx_cs_weaponfx.cpp" + $File "$SRCDIR\game\shared\momentum\mom_gamemovement.cpp" + $File "$SRCDIR\game\shared\momentum\mom_gamemovement.h" + $File "$SRCDIR\game\shared\momentum\mom_player_shared.h" + $File "$SRCDIR\game\shared\momentum\mom_player_shared.cpp" + $File "$SRCDIR\game\shared\momentum\mom_gamerules.cpp" + $File "$SRCDIR\game\shared\momentum\mom_usermessages.cpp" + $File "$SRCDIR\game\shared\momentum\mom_gamerules.h" + $File "$SRCDIR\game\shared\momentum\mom_shareddefs.h" + $File "momentum\c_mom_player.cpp" + $File "momentum\c_mom_player.h" + $File "momentum\c_mom_replay_entity.h" + $File "momentum\c_mom_replay_entity.cpp" + $File "momentum\c_te_shotgun_shot.cpp" + $File "momentum\fx_cs_muzzleflash.cpp" + $File "momentum\fx_cs_weaponfx.cpp" $File "momentum\fx_mom_impacts.cpp" - $File "$SRCDIR\game\shared\momentum\fx_cs_shared.h" - $File "$SRCDIR\game\shared\momentum\fx_cs_shared.cpp" + $File "$SRCDIR\game\shared\momentum\fx_cs_shared.h" + $File "$SRCDIR\game\shared\momentum\fx_cs_shared.cpp" $File "momentum\vgui_rootpanel_momentum.cpp" $File "momentum\mom_prediction.cpp" $File "momentum\mom_in_main.cpp" @@ -158,24 +192,26 @@ $Project "Client (Momentum)" $File "momentum\c_corpse.cpp" $File "momentum\clientmode_mom_normal.h" $File "momentum\clientmode_mom_normal.cpp" - $File "momentum\mom_event_listener.h" + $File "momentum\mom_event_listener.h" $File "momentum\mom_event_listener.cpp" - } + $File "$SRCDIR\game\shared\momentum\mom_entity_run_data.h" + $File "$SRCDIR\game\shared\momentum\mom_entity_run_data.cpp" + } - $Folder "JSON Parser" - { - $File "$SRCDIR\thirdparty\gason\src\gason.h" - $File "$SRCDIR\thirdparty\gason\src\gason.cpp" - { - $Configuration - { + $Folder "JSON Parser" + { + $File "$SRCDIR\thirdparty\gason\src\gason.h" + $File "$SRCDIR\thirdparty\gason\src\gason.cpp" + { + $Configuration + { $Compiler { - $Create/UsePrecompiledHeader "Not Using Precompiled Headers" + $Create/UsePrecompiledHeader "Not Using Precompiled Headers" $TreatWarningsAsErrors "No" } } } - } + } } } \ No newline at end of file diff --git a/mp/src/game/client/hl2/hud_credits.cpp b/mp/src/game/client/hl2/hud_credits.cpp index 6ad1488ba6..e704131afe 100644 --- a/mp/src/game/client/hl2/hud_credits.cpp +++ b/mp/src/game/client/hl2/hud_credits.cpp @@ -1,47 +1,49 @@ //========= Copyright Valve Corporation, All rights reserved. ============// // -// Purpose: +// Purpose: // //=============================================================================// #include "cbase.h" -#include "hudelement.h" -#include "hud_numericdisplay.h" -#include +#include "filesystem.h" #include "hud.h" -#include "hud_suitpower.h" #include "hud_macros.h" +#include "hud_numericdisplay.h" +#include "hud_suitpower.h" +#include "hudelement.h" #include "iclientmode.h" -#include -#include +#include "in_buttons.h" +#include "input.h" #include +#include +#include +#include #include "KeyValues.h" -#include "filesystem.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" struct creditname_t { - char szCreditName[256]; - char szFontName[256]; - float flYPos; - float flXPos; - bool bActive; - float flTime; - float flTimeAdd; - float flTimeStart; - int iSlot; + char szCreditName[256]; + char szFontName[256]; + float flYPos; + float flXPos; + bool bActive; + float flTime; + float flTimeAdd; + float flTimeStart; + int iSlot; }; #define CREDITS_FILE "scripts/credits.txt" enum { - LOGO_FADEIN = 0, - LOGO_FADEHOLD, - LOGO_FADEOUT, - LOGO_FADEOFF, + LOGO_FADEIN = 0, + LOGO_FADEHOLD, + LOGO_FADEOUT, + LOGO_FADEOFF, }; #define CREDITS_LOGO 1 @@ -57,679 +59,682 @@ int g_iCreditsPixelHeight = 0; //----------------------------------------------------------------------------- class CHudCredits : public CHudElement, public vgui::Panel { - DECLARE_CLASS_SIMPLE( CHudCredits, vgui::Panel ); + DECLARE_CLASS_SIMPLE(CHudCredits, vgui::Panel); public: - CHudCredits( const char *pElementName ); - virtual void Init( void ); - virtual void LevelShutdown( void ); + CHudCredits(const char *pElementName); + void Init(void) override; + void LevelShutdown(void) override; - int GetStringPixelWidth ( wchar_t *pString, vgui::HFont hFont ); + int GetStringPixelWidth(wchar_t *pString, vgui::HFont hFont); - void MsgFunc_CreditsMsg( bf_read &msg ); - void MsgFunc_LogoTimeMsg( bf_read &msg ); + void MsgFunc_CreditsMsg(bf_read &msg); + void MsgFunc_LogoTimeMsg(bf_read &msg); - virtual bool ShouldDraw( void ) - { - g_bRollingCredits = IsActive(); + bool ShouldDraw(void) override + { + g_bRollingCredits = IsActive(); - if ( g_bRollingCredits && m_iCreditsType == CREDITS_INTRO ) - g_bRollingCredits = false; + if (g_bRollingCredits && m_iCreditsType == CREDITS_INTRO) + g_bRollingCredits = false; - return IsActive(); - } + return IsActive(); + } protected: - virtual void Paint(); - virtual void ApplySchemeSettings( vgui::IScheme *pScheme ); + void Paint() override; + void ApplySchemeSettings(vgui::IScheme *pScheme) override; private: + void Clear(); - void Clear(); - - void ReadNames( KeyValues *pKeyValue ); - void ReadParams( KeyValues *pKeyValue ); - void PrepareCredits( const char *pKeyName ); - void DrawOutroCreditsName( void ); - void DrawIntroCreditsName( void ); - void DrawLogo( void ); - - void PrepareLogo( float flTime ); - void PrepareOutroCredits( void ); - void PrepareIntroCredits( void ); + void ReadNames(KeyValues *pKeyValue); + void ReadParams(KeyValues *pKeyValue); + void PrepareCredits(const char *pKeyName); + void DrawOutroCreditsName(void); + void DrawIntroCreditsName(void); + void DrawLogo(void); - float FadeBlend( float fadein, float fadeout, float hold, float localTime ); + void PrepareLogo(float flTime); + void PrepareOutroCredits(void); + void PrepareIntroCredits(void); - void PrepareLine( vgui::HFont hFont, char const *pchLine ); + float FadeBlend(float fadein, float fadeout, float hold, float localTime); - CPanelAnimationVar( vgui::HFont, m_hTextFont, "TextFont", "Default" ); - CPanelAnimationVar( Color, m_TextColor, "TextColor", "FgColor" ); + void PrepareLine(vgui::HFont hFont, char const *pchLine); - CUtlVector m_CreditsList; + CPanelAnimationVar(vgui::HFont, m_hTextFont, "TextFont", "Default"); + CPanelAnimationVar(Color, m_TextColor, "TextColor", "FgColor"); - float m_flScrollTime; - float m_flSeparation; - float m_flFadeTime; - bool m_bLastOneInPlace; - int m_Alpha; + CUtlVector m_CreditsList; - int m_iCreditsType; - int m_iLogoState; + float m_flScrollTime; + float m_flSeparation; + float m_flFadeTime; + bool m_bLastOneInPlace; + int m_Alpha; - float m_flFadeInTime; - float m_flFadeHoldTime; - float m_flFadeOutTime; - float m_flNextStartTime; - float m_flPauseBetweenWaves; + int m_iCreditsType; + int m_iLogoState; - float m_flLogoTimeMod; - float m_flLogoTime; - float m_flLogoDesiredLength; + float m_flFadeInTime; + float m_flFadeHoldTime; + float m_flFadeOutTime; + float m_flNextStartTime; + float m_flPauseBetweenWaves; - float m_flX; - float m_flY; + float m_flLogoTimeMod; + float m_flLogoTime; + float m_flLogoDesiredLength; - char m_szLogo[256]; - char m_szLogo2[256]; + float m_flX; + float m_flY; - Color m_cColor; -}; + char m_szLogo[256]; + char m_szLogo2[256]; + Color m_cColor; +}; -void CHudCredits::PrepareCredits( const char *pKeyName ) +void CHudCredits::PrepareCredits(const char *pKeyName) { - Clear(); + Clear(); - KeyValues *pKV= new KeyValues( "CreditsFile" ); - if ( !pKV->LoadFromFile( filesystem, CREDITS_FILE, "MOD" ) ) - { - pKV->deleteThis(); + KeyValues *pKV = new KeyValues("CreditsFile"); + if (!pKV->LoadFromFile(filesystem, CREDITS_FILE, "MOD")) + { + pKV->deleteThis(); - Assert( !"env_credits couldn't be initialized!" ); - return; - } + Assert(!"env_credits couldn't be initialized!"); + return; + } - KeyValues *pKVSubkey; - if ( pKeyName ) - { - pKVSubkey = pKV->FindKey( pKeyName ); - ReadNames( pKVSubkey ); - } + KeyValues *pKVSubkey; + if (pKeyName) + { + pKVSubkey = pKV->FindKey(pKeyName); + ReadNames(pKVSubkey); + } - pKVSubkey = pKV->FindKey( "CreditsParams" ); - ReadParams( pKVSubkey ); + pKVSubkey = pKV->FindKey("CreditsParams"); + ReadParams(pKVSubkey); - pKV->deleteThis(); + pKV->deleteThis(); } using namespace vgui; -DECLARE_HUDELEMENT( CHudCredits ); -DECLARE_HUD_MESSAGE( CHudCredits, CreditsMsg ); -DECLARE_HUD_MESSAGE( CHudCredits, LogoTimeMsg ); +DECLARE_HUDELEMENT(CHudCredits); +DECLARE_HUD_MESSAGE(CHudCredits, CreditsMsg); +DECLARE_HUD_MESSAGE(CHudCredits, LogoTimeMsg); //----------------------------------------------------------------------------- // Purpose: Constructor //----------------------------------------------------------------------------- -CHudCredits::CHudCredits( const char *pElementName ) : CHudElement( pElementName ), BaseClass( NULL, "HudCredits" ) +CHudCredits::CHudCredits(const char *pElementName) : CHudElement(pElementName), BaseClass(nullptr, "HudCredits") { - vgui::Panel *pParent = g_pClientMode->GetViewport(); - SetParent( pParent ); + Panel *pParent = g_pClientMode->GetViewport(); + SetParent(pParent); } -void CHudCredits::LevelShutdown() -{ - Clear(); -} +void CHudCredits::LevelShutdown() { Clear(); } -void CHudCredits::Clear( void ) +void CHudCredits::Clear(void) { - SetActive( false ); - m_CreditsList.RemoveAll(); - m_bLastOneInPlace = false; - m_Alpha = m_TextColor[3]; - m_iLogoState = LOGO_FADEOFF; + SetActive(false); + m_CreditsList.RemoveAll(); + m_bLastOneInPlace = false; + m_Alpha = m_TextColor[3]; + m_iLogoState = LOGO_FADEOFF; } //----------------------------------------------------------------------------- -// Purpose: +// Purpose: //----------------------------------------------------------------------------- void CHudCredits::Init() { - HOOK_HUD_MESSAGE( CHudCredits, CreditsMsg ); - HOOK_HUD_MESSAGE( CHudCredits, LogoTimeMsg ); - SetActive( false ); + HOOK_HUD_MESSAGE(CHudCredits, CreditsMsg); + HOOK_HUD_MESSAGE(CHudCredits, LogoTimeMsg); + SetActive(false); } -void CHudCredits::ReadNames( KeyValues *pKeyValue ) +void CHudCredits::ReadNames(KeyValues *pKeyValue) { - if ( pKeyValue == NULL ) - { - Assert( !"CHudCredits couldn't be initialized!" ); - return; - } - - // Now try and parse out each act busy anim - KeyValues *pKVNames = pKeyValue->GetFirstSubKey(); - - while ( pKVNames ) - { - creditname_t Credits; - V_strcpy_safe( Credits.szCreditName, pKVNames->GetName() ); - V_strcpy_safe( Credits.szFontName, pKeyValue->GetString( Credits.szCreditName, "Default" ) ); - - m_CreditsList.AddToTail( Credits ); - pKVNames = pKVNames->GetNextKey(); - } + if (pKeyValue == nullptr) + { + Assert(!"CHudCredits couldn't be initialized!"); + return; + } + + // Now try and parse out each act busy anim + KeyValues *pKVNames = pKeyValue->GetFirstSubKey(); + + while (pKVNames) + { + creditname_t Credits; + V_strcpy_safe(Credits.szCreditName, pKVNames->GetName()); + V_strcpy_safe(Credits.szFontName, pKeyValue->GetString(Credits.szCreditName, "Default")); + + m_CreditsList.AddToTail(Credits); + pKVNames = pKVNames->GetNextKey(); + } } -void CHudCredits::ReadParams( KeyValues *pKeyValue ) +void CHudCredits::ReadParams(KeyValues *pKeyValue) { - if ( pKeyValue == NULL ) - { - Assert( !"CHudCredits couldn't be initialized!" ); - return; - } + if (pKeyValue == nullptr) + { + Assert(!"CHudCredits couldn't be initialized!"); + return; + } - m_flScrollTime = pKeyValue->GetFloat( "scrolltime", 57 ); - m_flSeparation = pKeyValue->GetFloat( "separation", 5 ); + m_flScrollTime = pKeyValue->GetFloat("scrolltime", 57); + m_flSeparation = pKeyValue->GetFloat("separation", 5); - m_flFadeInTime = pKeyValue->GetFloat( "fadeintime", 1 ); - m_flFadeHoldTime = pKeyValue->GetFloat( "fadeholdtime", 3 ); - m_flFadeOutTime = pKeyValue->GetFloat( "fadeouttime", 2 ); - m_flNextStartTime = pKeyValue->GetFloat( "nextfadetime", 2 ); - m_flPauseBetweenWaves = pKeyValue->GetFloat( "pausebetweenwaves", 2 ); + m_flFadeInTime = pKeyValue->GetFloat("fadeintime", 1); + m_flFadeHoldTime = pKeyValue->GetFloat("fadeholdtime", 3); + m_flFadeOutTime = pKeyValue->GetFloat("fadeouttime", 2); + m_flNextStartTime = pKeyValue->GetFloat("nextfadetime", 2); + m_flPauseBetweenWaves = pKeyValue->GetFloat("pausebetweenwaves", 2); - m_flLogoTimeMod = pKeyValue->GetFloat( "logotime", 2 ); + m_flLogoTimeMod = pKeyValue->GetFloat("logotime", 2); - m_flX = pKeyValue->GetFloat( "posx", 2 ); - m_flY = pKeyValue->GetFloat( "posy", 2 ); + m_flX = pKeyValue->GetFloat("posx", 2); + m_flY = pKeyValue->GetFloat("posy", 2); - m_cColor = pKeyValue->GetColor( "color" ); + m_cColor = pKeyValue->GetColor("color"); - Q_strncpy( m_szLogo, pKeyValue->GetString( "logo", "HALF-LIFE'" ), sizeof( m_szLogo ) ); - Q_strncpy( m_szLogo2, pKeyValue->GetString( "logo2", "" ), sizeof( m_szLogo2 ) ); + Q_strncpy(m_szLogo, pKeyValue->GetString("logo", "HALF-LIFE'"), sizeof(m_szLogo)); + Q_strncpy(m_szLogo2, pKeyValue->GetString("logo2", ""), sizeof(m_szLogo2)); } -int CHudCredits::GetStringPixelWidth( wchar_t *pString, vgui::HFont hFont ) +int CHudCredits::GetStringPixelWidth(wchar_t *pString, HFont hFont) { - int iLength = 0; + int iLength = 0; - for ( wchar_t *wch = pString; *wch != 0; wch++ ) - { - iLength += surface()->GetCharacterWidth( hFont, *wch ); - } + for (wchar_t *wch = pString; *wch != 0; wch++) + { + iLength += surface()->GetCharacterWidth(hFont, *wch); + } - return iLength; + return iLength; } -void CHudCredits::DrawOutroCreditsName( void ) +void CHudCredits::DrawOutroCreditsName(void) { - if ( m_CreditsList.Count() == 0 ) - return; - - // fill the screen - int iWidth, iTall; - GetHudSize(iWidth, iTall); - SetSize( iWidth, iTall ); - - for ( int i = 0; i < m_CreditsList.Count(); i++ ) - { - creditname_t *pCredit = &m_CreditsList[i]; - - if ( pCredit == NULL ) - continue; - - vgui::HScheme scheme = vgui::scheme()->GetScheme( "ClientScheme" ); - vgui::HFont m_hTFont = vgui::scheme()->GetIScheme(scheme)->GetFont( pCredit->szFontName, true ); - - int iFontTall = surface()->GetFontTall ( m_hTFont ); - - if ( pCredit->flYPos < -iFontTall || pCredit->flYPos > iTall ) - { - pCredit->bActive = false; - } - else - { - pCredit->bActive = true; - } - - Color cColor = m_TextColor; - - //HACKHACK - //Last one stays on screen and fades out - if ( i == m_CreditsList.Count()-1 ) - { - if ( m_bLastOneInPlace == false ) - { - pCredit->flYPos -= gpGlobals->frametime * ( (float)g_iCreditsPixelHeight / m_flScrollTime ); - - if ( (int)pCredit->flYPos + ( iFontTall / 2 ) <= iTall / 2 ) - { - m_bLastOneInPlace = true; - - // 360 certification requires that we not hold a static image too long. - m_flFadeTime = gpGlobals->curtime + ( IsConsole() ? 2.0f : 10.0f ); - } - } - else - { - if ( m_flFadeTime <= gpGlobals->curtime ) - { - if ( m_Alpha > 0 ) - { - m_Alpha -= gpGlobals->frametime * ( m_flScrollTime * 2 ); - - if ( m_Alpha <= 0 ) - { - pCredit->bActive = false; - engine->ClientCmd( "creditsdone" ); - } - } - } - - cColor[3] = MAX( 0, m_Alpha ); - } - } - else - { - pCredit->flYPos -= gpGlobals->frametime * ( (float)g_iCreditsPixelHeight / m_flScrollTime ); - } - - if ( pCredit->bActive == false ) - continue; - - surface()->DrawSetTextFont( m_hTFont ); - surface()->DrawSetTextColor( cColor[0], cColor[1], cColor[2], cColor[3] ); - - wchar_t unicode[256]; - - if ( pCredit->szCreditName[0] == '#' ) - { - g_pVGuiLocalize->ConstructString( unicode, sizeof(unicode), g_pVGuiLocalize->Find(pCredit->szCreditName), 0 ); - } - else - { - g_pVGuiLocalize->ConvertANSIToUnicode( pCredit->szCreditName, unicode, sizeof( unicode ) ); - } - - int iStringWidth = GetStringPixelWidth( unicode, m_hTFont ); - - surface()->DrawSetTextPos( ( iWidth / 2 ) - ( iStringWidth / 2 ), pCredit->flYPos ); - surface()->DrawUnicodeString( unicode ); - } + if (m_CreditsList.Count() == 0) + return; + + // fill the screen + int iWidth, iTall; + GetHudSize(iWidth, iTall); + SetSize(iWidth, iTall); + + float p_flDesiedScrollTime = m_flScrollTime; + if (::input->GetButtonBits(1) & IN_ATTACK2) + { + p_flDesiedScrollTime = m_flScrollTime * 0.27f; + } + + for (int i = 0; i < m_CreditsList.Count(); i++) + { + creditname_t *pCredit = &m_CreditsList[i]; + + if (pCredit == nullptr) + continue; + + HScheme scheme = vgui::scheme()->GetScheme("ClientScheme"); + HFont m_hTFont = vgui::scheme()->GetIScheme(scheme)->GetFont(pCredit->szFontName, true); + + int iFontTall = surface()->GetFontTall(m_hTFont); + + if (pCredit->flYPos < -iFontTall || pCredit->flYPos > iTall) + { + pCredit->bActive = false; + } + else + { + pCredit->bActive = true; + } + + Color cColor = m_TextColor; + + // HACKHACK + // Last one stays on screen and fades out + if (i == m_CreditsList.Count() - 1) + { + if (m_bLastOneInPlace == false) + { + pCredit->flYPos -= gpGlobals->frametime * (float(g_iCreditsPixelHeight) / p_flDesiedScrollTime); + + if (int(pCredit->flYPos) + (iFontTall / 2) <= iTall / 2) + { + m_bLastOneInPlace = true; + + // 360 certification requires that we not hold a static image too long. + m_flFadeTime = gpGlobals->curtime + (IsConsole() ? 2.0f : 5.0f); + } + } + else + { + if (m_flFadeTime <= gpGlobals->curtime) + { + if (m_Alpha > 0) + { + m_Alpha -= gpGlobals->frametime * (p_flDesiedScrollTime * 2); + + if (m_Alpha <= 0) + { + pCredit->bActive = false; + engine->ClientCmd("creditsdone"); + } + } + } + + cColor[3] = MAX(0, m_Alpha); + } + } + else + { + pCredit->flYPos -= gpGlobals->frametime * (float(g_iCreditsPixelHeight) / p_flDesiedScrollTime); + } + + if (pCredit->bActive == false) + continue; + + surface()->DrawSetTextFont(m_hTFont); + surface()->DrawSetTextColor(cColor[0], cColor[1], cColor[2], cColor[3]); + + wchar_t unicode[256]; + + if (pCredit->szCreditName[0] == '#') + { + g_pVGuiLocalize->ConstructString(unicode, sizeof(unicode), g_pVGuiLocalize->Find(pCredit->szCreditName), 0); + } + else + { + g_pVGuiLocalize->ConvertANSIToUnicode(pCredit->szCreditName, unicode, sizeof(unicode)); + } + + int iStringWidth = GetStringPixelWidth(unicode, m_hTFont); + + surface()->DrawSetTextPos((iWidth / 2) - (iStringWidth / 2), pCredit->flYPos); + surface()->DrawUnicodeString(unicode); + } } -void CHudCredits::DrawLogo( void ) +void CHudCredits::DrawLogo(void) { - if( m_iLogoState == LOGO_FADEOFF ) - { - SetActive( false ); - return; - } - - switch( m_iLogoState ) - { - case LOGO_FADEIN: - { - float flDeltaTime = ( m_flFadeTime - gpGlobals->curtime ); - - m_Alpha = MAX( 0, RemapValClamped( flDeltaTime, 5.0f, 0, -128, 255 ) ); - - if ( flDeltaTime <= 0.0f ) - { - m_iLogoState = LOGO_FADEHOLD; - m_flFadeTime = gpGlobals->curtime + m_flLogoDesiredLength; - } - - break; - } - - case LOGO_FADEHOLD: - { - if ( m_flFadeTime <= gpGlobals->curtime ) - { - m_iLogoState = LOGO_FADEOUT; - m_flFadeTime = gpGlobals->curtime + 2.0f; - } - break; - } - - case LOGO_FADEOUT: - { - float flDeltaTime = ( m_flFadeTime - gpGlobals->curtime ); - - m_Alpha = RemapValClamped( flDeltaTime, 0.0f, 2.0f, 0, 255 ); - - if ( flDeltaTime <= 0.0f ) - { - m_iLogoState = LOGO_FADEOFF; - SetActive( false ); - } - - break; - } - } - - // fill the screen - int iWidth, iTall; - GetHudSize(iWidth, iTall); - SetSize( iWidth, iTall ); - - char szLogoFont[64]; - - if ( IsXbox() ) - { - Q_snprintf( szLogoFont, sizeof( szLogoFont ), "WeaponIcons_Small" ); - } - else if ( hl2_episodic.GetBool() ) - { - Q_snprintf( szLogoFont, sizeof( szLogoFont ), "ClientTitleFont" ); - } - else - { - Q_snprintf( szLogoFont, sizeof( szLogoFont ), "WeaponIcons" ); - } - - vgui::HScheme scheme = vgui::scheme()->GetScheme( "ClientScheme" ); - vgui::HFont m_hTFont = vgui::scheme()->GetIScheme(scheme)->GetFont( szLogoFont ); - - int iFontTall = surface()->GetFontTall ( m_hTFont ); - - Color cColor = m_TextColor; - cColor[3] = m_Alpha; - - surface()->DrawSetTextFont( m_hTFont ); - surface()->DrawSetTextColor( cColor[0], cColor[1], cColor[2], cColor[3] ); - - wchar_t unicode[256]; - g_pVGuiLocalize->ConvertANSIToUnicode( m_szLogo, unicode, sizeof( unicode ) ); - - int iStringWidth = GetStringPixelWidth( unicode, m_hTFont ); - - surface()->DrawSetTextPos( ( iWidth / 2 ) - ( iStringWidth / 2 ), ( iTall / 2 ) - ( iFontTall / 2 ) ); - surface()->DrawUnicodeString( unicode ); - - if ( Q_strlen( m_szLogo2 ) > 0 ) - { - g_pVGuiLocalize->ConvertANSIToUnicode( m_szLogo2, unicode, sizeof( unicode ) ); - - iStringWidth = GetStringPixelWidth( unicode, m_hTFont ); - - surface()->DrawSetTextPos( ( iWidth / 2 ) - ( iStringWidth / 2 ), ( iTall / 2 ) + ( iFontTall / 2 )); - surface()->DrawUnicodeString( unicode ); - } + if (m_iLogoState == LOGO_FADEOFF) + { + SetActive(false); + return; + } + + switch (m_iLogoState) + { + case LOGO_FADEIN: + { + float flDeltaTime = (m_flFadeTime - gpGlobals->curtime); + + m_Alpha = MAX(0, RemapValClamped(flDeltaTime, 5.0f, 0, -128, 255)); + + if (flDeltaTime <= 0.0f) + { + m_iLogoState = LOGO_FADEHOLD; + m_flFadeTime = gpGlobals->curtime + m_flLogoDesiredLength; + } + + break; + } + + case LOGO_FADEHOLD: + { + if (m_flFadeTime <= gpGlobals->curtime) + { + m_iLogoState = LOGO_FADEOUT; + m_flFadeTime = gpGlobals->curtime + 2.0f; + } + break; + } + + case LOGO_FADEOUT: + { + float flDeltaTime = (m_flFadeTime - gpGlobals->curtime); + + m_Alpha = RemapValClamped(flDeltaTime, 0.0f, 2.0f, 0, 255); + + if (flDeltaTime <= 0.0f) + { + m_iLogoState = LOGO_FADEOFF; + SetActive(false); + } + + break; + } + } + + // fill the screen + int iWidth, iTall; + GetHudSize(iWidth, iTall); + SetSize(iWidth, iTall); + + char szLogoFont[64]; + + if (IsXbox()) + { + Q_snprintf(szLogoFont, sizeof(szLogoFont), "WeaponIcons_Small"); + } + else if (hl2_episodic.GetBool()) + { + Q_snprintf(szLogoFont, sizeof(szLogoFont), "ClientTitleFont"); + } + else + { + Q_snprintf(szLogoFont, sizeof(szLogoFont), "WeaponIcons"); + } + + HScheme scheme = vgui::scheme()->GetScheme("ClientScheme"); + HFont m_hTFont = vgui::scheme()->GetIScheme(scheme)->GetFont(szLogoFont); + + int iFontTall = surface()->GetFontTall(m_hTFont); + + Color cColor = m_TextColor; + cColor[3] = m_Alpha; + + surface()->DrawSetTextFont(m_hTFont); + surface()->DrawSetTextColor(cColor[0], cColor[1], cColor[2], cColor[3]); + + wchar_t unicode[256]; + g_pVGuiLocalize->ConvertANSIToUnicode(m_szLogo, unicode, sizeof(unicode)); + + int iStringWidth = GetStringPixelWidth(unicode, m_hTFont); + + surface()->DrawSetTextPos((iWidth / 2) - (iStringWidth / 2), (iTall / 2) - (iFontTall / 2)); + surface()->DrawUnicodeString(unicode); + + if (Q_strlen(m_szLogo2) > 0) + { + g_pVGuiLocalize->ConvertANSIToUnicode(m_szLogo2, unicode, sizeof(unicode)); + + iStringWidth = GetStringPixelWidth(unicode, m_hTFont); + + surface()->DrawSetTextPos((iWidth / 2) - (iStringWidth / 2), (iTall / 2) + (iFontTall / 2)); + surface()->DrawUnicodeString(unicode); + } } //----------------------------------------------------------------------------- -// Purpose: +// Purpose: //----------------------------------------------------------------------------- -float CHudCredits::FadeBlend( float fadein, float fadeout, float hold, float localTime ) +float CHudCredits::FadeBlend(float fadein, float fadeout, float hold, float localTime) { - float fadeTime = fadein + hold; - float fadeBlend; - - if ( localTime < 0 ) - return 0; - - if ( localTime < fadein ) - { - fadeBlend = 1 - ((fadein - localTime) / fadein); - } - else if ( localTime > fadeTime ) - { - if ( fadeout > 0 ) - fadeBlend = 1 - ((localTime - fadeTime) / fadeout); - else - fadeBlend = 0; - } - else - fadeBlend = 1; - - if ( fadeBlend < 0 ) - fadeBlend = 0; - - return fadeBlend; + float fadeTime = fadein + hold; + float fadeBlend; + + if (localTime < 0) + return 0; + + if (localTime < fadein) + { + fadeBlend = 1 - ((fadein - localTime) / fadein); + } + else if (localTime > fadeTime) + { + if (fadeout > 0) + fadeBlend = 1 - ((localTime - fadeTime) / fadeout); + else + fadeBlend = 0; + } + else + fadeBlend = 1; + + if (fadeBlend < 0) + fadeBlend = 0; + + return fadeBlend; } -void CHudCredits::DrawIntroCreditsName( void ) +void CHudCredits::DrawIntroCreditsName(void) { - if ( m_CreditsList.Count() == 0 ) - return; - - // fill the screen - int iWidth, iTall; - GetHudSize(iWidth, iTall); - SetSize( iWidth, iTall ); - - for ( int i = 0; i < m_CreditsList.Count(); i++ ) - { - creditname_t *pCredit = &m_CreditsList[i]; - - if ( pCredit == NULL ) - continue; - - if ( pCredit->bActive == false ) - continue; - - vgui::HScheme scheme = vgui::scheme()->GetScheme( "ClientScheme" ); - vgui::HFont m_hTFont = vgui::scheme()->GetIScheme(scheme)->GetFont( pCredit->szFontName ); - - float localTime = gpGlobals->curtime - pCredit->flTimeStart; - - surface()->DrawSetTextFont( m_hTFont ); - surface()->DrawSetTextColor( m_cColor[0], m_cColor[1], m_cColor[2], FadeBlend( m_flFadeInTime, m_flFadeOutTime, m_flFadeHoldTime + pCredit->flTimeAdd, localTime ) * m_cColor[3] ); - - wchar_t unicode[256]; - g_pVGuiLocalize->ConvertANSIToUnicode( pCredit->szCreditName, unicode, sizeof( unicode ) ); - - surface()->DrawSetTextPos( XRES( pCredit->flXPos ), YRES( pCredit->flYPos ) ); - surface()->DrawUnicodeString( unicode ); - - if ( m_flLogoTime > gpGlobals->curtime ) - continue; - - if ( pCredit->flTime - m_flNextStartTime <= gpGlobals->curtime ) - { - if ( m_CreditsList.IsValidIndex( i + 3 ) ) - { - creditname_t *pNextCredits = &m_CreditsList[i + 3]; - - if ( pNextCredits && pNextCredits->flTime == 0.0f ) - { - pNextCredits->bActive = true; - - if ( i < 3 ) - { - pNextCredits->flTimeAdd = ( i + 1.0f ); - pNextCredits->flTime = gpGlobals->curtime + m_flFadeInTime + m_flFadeOutTime + m_flFadeHoldTime + pNextCredits->flTimeAdd; - } - else - { - pNextCredits->flTimeAdd = m_flPauseBetweenWaves; - pNextCredits->flTime = gpGlobals->curtime + m_flFadeInTime + m_flFadeOutTime + m_flFadeHoldTime + pNextCredits->flTimeAdd; - } - - pNextCredits->flTimeStart = gpGlobals->curtime; - - pNextCredits->iSlot = pCredit->iSlot; - } - } - } - - if ( pCredit->flTime <= gpGlobals->curtime ) - { - pCredit->bActive = false; - - if ( i == m_CreditsList.Count()-1 ) - { - Clear(); - } - } - } + if (m_CreditsList.Count() == 0) + return; + + // fill the screen + int iWidth, iTall; + GetHudSize(iWidth, iTall); + SetSize(iWidth, iTall); + + for (int i = 0; i < m_CreditsList.Count(); i++) + { + creditname_t *pCredit = &m_CreditsList[i]; + + if (pCredit == nullptr) + continue; + + if (pCredit->bActive == false) + continue; + + HScheme scheme = vgui::scheme()->GetScheme("ClientScheme"); + HFont m_hTFont = vgui::scheme()->GetIScheme(scheme)->GetFont(pCredit->szFontName); + + float localTime = gpGlobals->curtime - pCredit->flTimeStart; + + surface()->DrawSetTextFont(m_hTFont); + surface()->DrawSetTextColor( + m_cColor[0], m_cColor[1], m_cColor[2], + FadeBlend(m_flFadeInTime, m_flFadeOutTime, m_flFadeHoldTime + pCredit->flTimeAdd, localTime) * m_cColor[3]); + + wchar_t unicode[256]; + g_pVGuiLocalize->ConvertANSIToUnicode(pCredit->szCreditName, unicode, sizeof(unicode)); + + surface()->DrawSetTextPos(XRES(pCredit->flXPos), YRES(pCredit->flYPos)); + surface()->DrawUnicodeString(unicode); + + if (m_flLogoTime > gpGlobals->curtime) + continue; + + if (pCredit->flTime - m_flNextStartTime <= gpGlobals->curtime) + { + if (m_CreditsList.IsValidIndex(i + 3)) + { + creditname_t *pNextCredits = &m_CreditsList[i + 3]; + + if (pNextCredits && pNextCredits->flTime == 0.0f) + { + pNextCredits->bActive = true; + + if (i < 3) + { + pNextCredits->flTimeAdd = (i + 1.0f); + pNextCredits->flTime = gpGlobals->curtime + m_flFadeInTime + m_flFadeOutTime + + m_flFadeHoldTime + pNextCredits->flTimeAdd; + } + else + { + pNextCredits->flTimeAdd = m_flPauseBetweenWaves; + pNextCredits->flTime = gpGlobals->curtime + m_flFadeInTime + m_flFadeOutTime + + m_flFadeHoldTime + pNextCredits->flTimeAdd; + } + + pNextCredits->flTimeStart = gpGlobals->curtime; + + pNextCredits->iSlot = pCredit->iSlot; + } + } + } + + if (pCredit->flTime <= gpGlobals->curtime) + { + pCredit->bActive = false; + + if (i == m_CreditsList.Count() - 1) + { + Clear(); + } + } + } } -void CHudCredits::ApplySchemeSettings( IScheme *pScheme ) +void CHudCredits::ApplySchemeSettings(IScheme *pScheme) { - BaseClass::ApplySchemeSettings( pScheme ); + BaseClass::ApplySchemeSettings(pScheme); - SetVisible( ShouldDraw() ); + SetVisible(ShouldDraw()); - SetBgColor( Color(0, 0, 0, 0) ); + SetBgColor(Color(0, 0, 0, 0)); } void CHudCredits::Paint() { - if ( m_iCreditsType == CREDITS_LOGO ) - { - DrawLogo(); - } - else if ( m_iCreditsType == CREDITS_INTRO ) - { - DrawIntroCreditsName(); - } - else if ( m_iCreditsType == CREDITS_OUTRO ) - { - DrawOutroCreditsName(); - } + if (m_iCreditsType == CREDITS_LOGO) + { + DrawLogo(); + } + else if (m_iCreditsType == CREDITS_INTRO) + { + DrawIntroCreditsName(); + } + else if (m_iCreditsType == CREDITS_OUTRO) + { + DrawOutroCreditsName(); + } } -void CHudCredits::PrepareLogo( float flTime ) +void CHudCredits::PrepareLogo(float flTime) { - // Only showing the logo. Just load the CreditsParams section. - PrepareCredits( NULL ); - - m_Alpha = 0; - m_flLogoDesiredLength = flTime; - m_flFadeTime = gpGlobals->curtime + 5.0f; - m_iLogoState = LOGO_FADEIN; - SetActive( true ); + // Only showing the logo. Just load the CreditsParams section. + PrepareCredits(nullptr); + + m_Alpha = 0; + m_flLogoDesiredLength = flTime; + m_flFadeTime = gpGlobals->curtime + 5.0f; + m_iLogoState = LOGO_FADEIN; + SetActive(true); } -void CHudCredits::PrepareLine( vgui::HFont hFont, char const *pchLine ) +void CHudCredits::PrepareLine(HFont hFont, char const *pchLine) { - Assert( pchLine ); + Assert(pchLine); - wchar_t unicode[256]; + wchar_t unicode[256]; - if ( pchLine[0] == '#' ) - { - g_pVGuiLocalize->ConstructString( unicode, sizeof(unicode), g_pVGuiLocalize->Find(pchLine), 0 ); - } - else - { - g_pVGuiLocalize->ConvertANSIToUnicode( pchLine, unicode, sizeof( unicode ) ); - } + if (pchLine[0] == '#') + { + g_pVGuiLocalize->ConstructString(unicode, sizeof(unicode), g_pVGuiLocalize->Find(pchLine), 0); + } + else + { + g_pVGuiLocalize->ConvertANSIToUnicode(pchLine, unicode, sizeof(unicode)); + } - surface()->PrecacheFontCharacters( hFont, unicode ); + surface()->PrecacheFontCharacters(hFont, unicode); } -void CHudCredits::PrepareOutroCredits( void ) +void CHudCredits::PrepareOutroCredits(void) { - PrepareCredits( "OutroCreditsNames" ); - - if ( m_CreditsList.Count() == 0 ) - return; + PrepareCredits("OutroCreditsNames"); - // fill the screen - int iWidth, iTall; - GetHudSize(iWidth, iTall); - SetSize( iWidth, iTall ); + if (m_CreditsList.Count() == 0) + return; - int iHeight = iTall; + // fill the screen + int iWidth, iTall; + GetHudSize(iWidth, iTall); + SetSize(iWidth, iTall); - for ( int i = 0; i < m_CreditsList.Count(); i++ ) - { - creditname_t *pCredit = &m_CreditsList[i]; + int iHeight = iTall; - if ( pCredit == NULL ) - continue; + for (int i = 0; i < m_CreditsList.Count(); i++) + { + creditname_t *pCredit = &m_CreditsList[i]; - vgui::HScheme scheme = vgui::scheme()->GetScheme( "ClientScheme" ); - vgui::HFont m_hTFont = vgui::scheme()->GetIScheme(scheme)->GetFont( pCredit->szFontName, true ); + if (pCredit == nullptr) + continue; - pCredit->flYPos = iHeight; - pCredit->bActive = false; + HScheme scheme = vgui::scheme()->GetScheme("ClientScheme"); + HFont m_hTFont = vgui::scheme()->GetIScheme(scheme)->GetFont(pCredit->szFontName, true); - iHeight += surface()->GetFontTall ( m_hTFont ) + m_flSeparation; + pCredit->flYPos = iHeight; + pCredit->bActive = false; - PrepareLine( m_hTFont, pCredit->szCreditName ); - } + iHeight += surface()->GetFontTall(m_hTFont) + m_flSeparation; - SetActive( true ); + PrepareLine(m_hTFont, pCredit->szCreditName); + } - g_iCreditsPixelHeight = iHeight; -} + SetActive(true); -void CHudCredits::PrepareIntroCredits( void ) -{ - PrepareCredits( "IntroCreditsNames" ); - - int iSlot = 0; - - for ( int i = 0; i < m_CreditsList.Count(); i++ ) - { - creditname_t *pCredit = &m_CreditsList[i]; - - if ( pCredit == NULL ) - continue; - - vgui::HScheme scheme = vgui::scheme()->GetScheme( "ClientScheme" ); - vgui::HFont m_hTFont = vgui::scheme()->GetIScheme(scheme)->GetFont( pCredit->szFontName ); - - pCredit->flYPos = m_flY + ( iSlot * surface()->GetFontTall ( m_hTFont ) ); - pCredit->flXPos = m_flX; - - if ( i < 3 ) - { - pCredit->bActive = true; - pCredit->iSlot = iSlot; - pCredit->flTime = gpGlobals->curtime + m_flFadeInTime + m_flFadeOutTime + m_flFadeHoldTime; - pCredit->flTimeStart = gpGlobals->curtime; - m_flLogoTime = pCredit->flTime + m_flLogoTimeMod; - } - else - { - pCredit->bActive = false; - pCredit->flTime = 0.0f; - } - - iSlot = ( iSlot + 1 ) % 3; - - PrepareLine( m_hTFont, pCredit->szCreditName ); - } - - SetActive( true ); + g_iCreditsPixelHeight = iHeight; } -void CHudCredits::MsgFunc_CreditsMsg( bf_read &msg ) +void CHudCredits::PrepareIntroCredits(void) { - m_iCreditsType = msg.ReadByte(); - - switch ( m_iCreditsType ) - { - case CREDITS_LOGO: - { - PrepareLogo( 5.0f ); - break; - } - case CREDITS_INTRO: - { - PrepareIntroCredits(); - break; - } - case CREDITS_OUTRO: - { - PrepareOutroCredits(); - break; - } - } + PrepareCredits("IntroCreditsNames"); + + int iSlot = 0; + + for (int i = 0; i < m_CreditsList.Count(); i++) + { + creditname_t *pCredit = &m_CreditsList[i]; + + if (pCredit == nullptr) + continue; + + HScheme scheme = vgui::scheme()->GetScheme("ClientScheme"); + HFont m_hTFont = vgui::scheme()->GetIScheme(scheme)->GetFont(pCredit->szFontName); + + pCredit->flYPos = m_flY + (iSlot * surface()->GetFontTall(m_hTFont)); + pCredit->flXPos = m_flX; + + if (i < 3) + { + pCredit->bActive = true; + pCredit->iSlot = iSlot; + pCredit->flTime = gpGlobals->curtime + m_flFadeInTime + m_flFadeOutTime + m_flFadeHoldTime; + pCredit->flTimeStart = gpGlobals->curtime; + m_flLogoTime = pCredit->flTime + m_flLogoTimeMod; + } + else + { + pCredit->bActive = false; + pCredit->flTime = 0.0f; + } + + iSlot = (iSlot + 1) % 3; + + PrepareLine(m_hTFont, pCredit->szCreditName); + } + + SetActive(true); } -void CHudCredits::MsgFunc_LogoTimeMsg( bf_read &msg ) +void CHudCredits::MsgFunc_CreditsMsg(bf_read &msg) { - m_iCreditsType = CREDITS_LOGO; - PrepareLogo( msg.ReadFloat() ); + m_iCreditsType = msg.ReadByte(); + + switch (m_iCreditsType) + { + case CREDITS_LOGO: + { + PrepareLogo(5.0f); + break; + } + case CREDITS_INTRO: + { + PrepareIntroCredits(); + break; + } + case CREDITS_OUTRO: + { + PrepareOutroCredits(); + break; + } + } } - +void CHudCredits::MsgFunc_LogoTimeMsg(bf_read &msg) +{ + m_iCreditsType = CREDITS_LOGO; + PrepareLogo(msg.ReadFloat()); +} \ No newline at end of file diff --git a/mp/src/game/client/hud_crosshair.cpp b/mp/src/game/client/hud_crosshair.cpp index fc7714fef3..cec7bd754c 100644 --- a/mp/src/game/client/hud_crosshair.cpp +++ b/mp/src/game/client/hud_crosshair.cpp @@ -29,8 +29,8 @@ // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" -ConVar crosshair( "crosshair", "1", FCVAR_ARCHIVE ); -ConVar cl_observercrosshair( "cl_observercrosshair", "1", FCVAR_ARCHIVE ); +ConVar crosshair( "crosshair", "0", FCVAR_ARCHIVE ); +ConVar cl_observercrosshair( "cl_observercrosshair", "0", FCVAR_ARCHIVE ); using namespace vgui; diff --git a/mp/src/game/client/momentum/c_mom_player.cpp b/mp/src/game/client/momentum/c_mom_player.cpp index 6a8c76b8dc..37802bae8e 100644 --- a/mp/src/game/client/momentum/c_mom_player.cpp +++ b/mp/src/game/client/momentum/c_mom_player.cpp @@ -4,20 +4,16 @@ #include "tier0/memdbgon.h" - IMPLEMENT_CLIENTCLASS_DT(C_MomentumPlayer, DT_MOM_Player, CMomentumPlayer) RecvPropInt(RECVINFO(m_iShotsFired)), RecvPropInt(RECVINFO(m_iDirection)), RecvPropBool(RECVINFO(m_bResumeZoom)), RecvPropInt(RECVINFO(m_iLastZoom)), -RecvPropBool(RECVINFO(m_bAutoBhop)), RecvPropBool(RECVINFO(m_bDidPlayerBhop)), RecvPropInt(RECVINFO(m_iSuccessiveBhops)), -RecvPropFloat(RECVINFO(m_flStrafeSync)), -RecvPropFloat(RECVINFO(m_flStrafeSync2)), -RecvPropFloat(RECVINFO(m_flLastJumpVel)), -//RecvPropDataTable(RECVINFO_DT(m_HL2Local), 0, &REFERENCE_RECV_TABLE(DT_HL2Local)), -//RecvPropBool(RECVINFO(m_fIsSprinting)), +RecvPropBool(RECVINFO(m_bHasPracticeMode)), +RecvPropDataTable(RECVINFO_DT(m_RunData), SPROP_PROXY_ALWAYS_YES, &REFERENCE_RECV_TABLE(DT_MOM_RunEntData)), +RecvPropDataTable(RECVINFO_DT(m_RunStats), SPROP_PROXY_ALWAYS_YES, &REFERENCE_RECV_TABLE(DT_MOM_RunStats)), END_RECV_TABLE() @@ -25,6 +21,10 @@ C_MomentumPlayer::C_MomentumPlayer() { ConVarRef scissor("r_flashlightscissor"); scissor.SetValue("0"); + m_RunData.m_bMapFinished = false; + m_RunData.m_flLastJumpTime = 0.0f; + m_bHasPracticeMode = false; + m_RunStats.Init(); } C_MomentumPlayer::~C_MomentumPlayer() diff --git a/mp/src/game/client/momentum/c_mom_player.h b/mp/src/game/client/momentum/c_mom_player.h index 3cbb740fd5..8c8c5f6933 100644 --- a/mp/src/game/client/momentum/c_mom_player.h +++ b/mp/src/game/client/momentum/c_mom_player.h @@ -6,36 +6,47 @@ #include "cbase.h" #include "momentum/mom_shareddefs.h" +#include "c_mom_replay_entity.h" +#include "mom_entity_run_data.h" +#include "util/run_stats.h" class C_MomentumPlayer : public C_BasePlayer { public: DECLARE_CLASS(C_MomentumPlayer, C_BasePlayer); - + DECLARE_CLIENTCLASS(); + C_MomentumPlayer(); ~C_MomentumPlayer(); - DECLARE_CLIENTCLASS(); - Vector m_lastStandingPos; // used by the gamemovement code for finding ladders void SurpressLadderChecks(const Vector& pos, const Vector& normal); bool CanGrabLadder(const Vector& pos, const Vector& normal); bool DidPlayerBhop() { return m_bDidPlayerBhop; } - bool HasAutoBhop() { return m_bAutoBhop; } - void ResetStrafeSync(); + bool HasAutoBhop() { return m_RunData.m_bAutoBhop; } + //void ResetStrafeSync(); + + bool IsWatchingReplay() const + { + return m_hObserverTarget.Get() && GetReplayEnt(); + } + + //Returns the replay entity that the player is watching (first person only) + C_MomentumReplayGhostEntity *GetReplayEnt() const + { + return dynamic_cast(m_hObserverTarget.Get()); + } int m_iShotsFired; int m_iDirection; bool m_bResumeZoom; int m_iLastZoom; - bool m_bAutoBhop; bool m_bDidPlayerBhop; + bool m_bHasPracticeMode; - float m_flStrafeSync, m_flStrafeSync2; - float m_flLastJumpVel; - - int m_nLastRunTime; + CMOMRunEntityData m_RunData; + CMomRunStats m_RunStats; void GetBulletTypeParameters( int iBulletType, @@ -77,8 +88,6 @@ class C_MomentumPlayer : public C_BasePlayer bool m_duckUntilOnGround; float m_flStamina; - - friend class CMomentumGameMovement; }; diff --git a/mp/src/game/client/momentum/c_mom_replay_entity.cpp b/mp/src/game/client/momentum/c_mom_replay_entity.cpp new file mode 100644 index 0000000000..b951d4caee --- /dev/null +++ b/mp/src/game/client/momentum/c_mom_replay_entity.cpp @@ -0,0 +1,25 @@ +#include "cbase.h" +#include "c_mom_replay_entity.h" + +#include "tier0/memdbgon.h" + + +IMPLEMENT_CLIENTCLASS_DT(C_MomentumReplayGhostEntity, DT_MOM_ReplayEnt, CMomentumReplayGhostEntity) +RecvPropInt(RECVINFO(m_nReplayButtons)), +RecvPropInt(RECVINFO(m_iTotalStrafes)), +RecvPropInt(RECVINFO(m_iTotalJumps)), +RecvPropFloat(RECVINFO(m_flTickRate)), +RecvPropString(RECVINFO(m_pszPlayerName)), +RecvPropDataTable(RECVINFO_DT(m_RunData), 0, &REFERENCE_RECV_TABLE(DT_MOM_RunEntData)), +RecvPropDataTable(RECVINFO_DT(m_RunStats), SPROP_PROXY_ALWAYS_YES, &REFERENCE_RECV_TABLE(DT_MOM_RunStats)), +END_RECV_TABLE(); + +C_MomentumReplayGhostEntity::C_MomentumReplayGhostEntity() +{ + m_nReplayButtons = 0; + m_iTotalStrafes = 0; + m_iTotalJumps = 0; + m_flTickRate = 0.0f; + m_pszPlayerName[0] = '\0'; + m_RunStats.Init(); +} \ No newline at end of file diff --git a/mp/src/game/client/momentum/c_mom_replay_entity.h b/mp/src/game/client/momentum/c_mom_replay_entity.h new file mode 100644 index 0000000000..fc2f43036f --- /dev/null +++ b/mp/src/game/client/momentum/c_mom_replay_entity.h @@ -0,0 +1,31 @@ +#pragma once + +#include "cbase.h" +#include "mom_entity_run_data.h" +#include "util/run_stats.h" + +class C_MomentumReplayGhostEntity : public C_BaseAnimating +{ + DECLARE_CLASS(C_MomentumReplayGhostEntity, C_BaseAnimating); + DECLARE_CLIENTCLASS(); + +public: + C_MomentumReplayGhostEntity(); + + CMOMRunEntityData m_RunData; + CMomRunStats m_RunStats; + + float m_flTickRate; + + int m_nReplayButtons; + //These are stored here because run stats already has the ones obtained from the run + int m_iTotalStrafes; + int m_iTotalJumps; + + char m_pszPlayerName[MAX_PLAYER_NAME_LENGTH]; + bool ShouldInterpolate() override + { + return true; + } + +}; \ No newline at end of file diff --git a/mp/src/game/client/momentum/clientmode_mom_normal.cpp b/mp/src/game/client/momentum/clientmode_mom_normal.cpp index 90ee69269d..a6fb99d37c 100644 --- a/mp/src/game/client/momentum/clientmode_mom_normal.cpp +++ b/mp/src/game/client/momentum/clientmode_mom_normal.cpp @@ -4,24 +4,24 @@ // //============================================================================= #include "cbase.h" + +#include "ClientTimesDisplay.h" #include "clientmode_mom_normal.h" +#include "hud.h" +#include "ienginevgui.h" +#include "iinput.h" +#include "momSpectatorGUI.h" #include "momentum/mom_shareddefs.h" #include "vgui_int.h" -#include "hud.h" #include #include #include -#include "ClientTimesDisplay.h" #include -#include "iinput.h" -#include "ienginevgui.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" -//extern bool g_bRollingCredits; MOM_TODO: reinstate this boolean!! - -ConVar fov_desired("fov_desired", "90", FCVAR_ARCHIVE | FCVAR_USERINFO, "Sets the base field-of-view.\n", true, 90.0, true, 179.0); +extern bool g_bRollingCredits; //----------------------------------------------------------------------------- // Globals @@ -40,94 +40,151 @@ IClientMode *GetClientModeNormal() //----------------------------------------------------------------------------- class CHudViewport : public CBaseViewport { -private: + private: DECLARE_CLASS_SIMPLE(CHudViewport, CBaseViewport); -protected: - virtual void ApplySchemeSettings(vgui::IScheme *pScheme) + protected: + void ApplySchemeSettings(vgui::IScheme *pScheme) override { BaseClass::ApplySchemeSettings(pScheme); gHUD.InitColors(pScheme); - + SetPaintBackgroundEnabled(false); } - IViewPortPanel *CreatePanelByName(const char *pzName) + IViewPortPanel *CreatePanelByName(const char *pzName) override { - IViewPortPanel *panel = BaseClass::CreatePanelByName(pzName); - if (!panel) + + if (!Q_strcmp(PANEL_TIMES, pzName)) { - if (!Q_strcmp(PANEL_TIMES, pzName)) - { - panel = new CClientTimesDisplay(this); - } + return new CClientTimesDisplay(this); + } + if (!Q_strcmp(PANEL_SPECMENU, pzName)) + { + return new CMOMSpectatorMenu(this); + } + if (!Q_strcmp(PANEL_SPECGUI, pzName)) + { + return new CMOMSpectatorGUI(this); } - return panel; + return BaseClass::CreatePanelByName(pzName); } - virtual void CreateDefaultPanels(void) + void CreateDefaultPanels(void) override { AddNewPanel(CreatePanelByName(PANEL_TIMES), "PANEL_TIMES"); - - BaseClass::CreateDefaultPanels();// MOM_TODO: do we want the other panels? - }; + AddNewPanel(CreatePanelByName(PANEL_SPECMENU), "PANEL_SPECMENU"); + AddNewPanel(CreatePanelByName(PANEL_SPECGUI), "PANEL_SPECGUI"); + //BaseClass::CreateDefaultPanels(); // MOM_TODO: do we want the other panels? + } }; - //----------------------------------------------------------------------------- // ClientModeHLNormal implementation //----------------------------------------------------------------------------- ClientModeMOMNormal::ClientModeMOMNormal() { - m_pHudMenuStatic = NULL; + m_pHudMenuStatic = nullptr; + m_pHudMapFinished = nullptr; + m_pLeaderboards = nullptr; m_pViewport = new CHudViewport(); m_pViewport->Start(gameuifuncs, gameeventmanager); } - //----------------------------------------------------------------------------- -// Purpose: +// Purpose: //----------------------------------------------------------------------------- ClientModeMOMNormal::~ClientModeMOMNormal() { + //MOM_TODO: delete pointers (m_pViewport) here? } - //----------------------------------------------------------------------------- -// Purpose: +// Purpose: //----------------------------------------------------------------------------- void ClientModeMOMNormal::Init() { BaseClass::Init(); - m_pHudMenuStatic = static_cast(GET_HUDELEMENT(CHudMenuStatic)); - + m_pHudMenuStatic = GET_HUDELEMENT(CHudMenuStatic); + m_pHudMapFinished = GET_HUDELEMENT(CHudMapFinishedDialog); + m_pLeaderboards = dynamic_cast(m_pViewport->FindPanelByName(PANEL_TIMES)); // Load up the combine control panel scheme - g_hVGuiCombineScheme = vgui::scheme()->LoadSchemeFromFileEx(enginevgui->GetPanel(PANEL_CLIENTDLL), IsXbox() ? "resource/ClientScheme.res" : "resource/CombinePanelScheme.res", "CombineScheme"); + g_hVGuiCombineScheme = vgui::scheme()->LoadSchemeFromFileEx( + enginevgui->GetPanel(PANEL_CLIENTDLL), + IsXbox() ? "resource/ClientScheme.res" : "resource/CombinePanelScheme.res", "CombineScheme"); if (!g_hVGuiCombineScheme) { Warning("Couldn't load combine panel scheme!\n"); } } -bool ClientModeMOMNormal::ShouldDrawCrosshair(void) -{ - return true;//MOM_TODO: reinstate the g_bRollingCredits when hud_credits is copied over. - //return (g_bRollingCredits == false); -} +bool ClientModeMOMNormal::ShouldDrawCrosshair(void) { return (g_bRollingCredits == false); } int ClientModeMOMNormal::HudElementKeyInput(int down, ButtonCode_t keynum, const char *pszCurrentBinding) { + //Swallow the key input if a hud menu is open if (m_pHudMenuStatic && m_pHudMenuStatic->IsMenuDisplayed()) { if (down >= 1 && keynum >= KEY_0 && keynum <= KEY_9) { m_pHudMenuStatic->SelectMenuItem(keynum - KEY_0); - return 0;//The hud menu static swallowed the key input + return 0; // The hud menu static swallowed the key input } } - + + //Detach the mouse if the user right-clicked while the leaderboards are open + + if (m_pLeaderboards && m_pLeaderboards->IsVisible()) + { + if (keynum == MOUSE_RIGHT) + { + m_pLeaderboards->SetMouseInputEnabled(true); + return 0; + } + } + + //Detach the mouse if the user right-clicked while the map finished dialog is open + if (m_pHudMapFinished && m_pHudMapFinished->IsVisible()) + { + if (keynum == MOUSE_RIGHT) + { + m_pHudMapFinished->SetMouseInputEnabled(true); + return 0; + } + } + return BaseClass::HudElementKeyInput(down, keynum, pszCurrentBinding); +} + +int ClientModeMOMNormal::HandleSpectatorKeyInput(int down, ButtonCode_t keynum, const char *pszCurrentBinding) +{ + // MOM_TODO: re-enable this in beta when we add movie-style controls to the spectator menu! + /* + // we are in spectator mode, open spectator menu + if (down && pszCurrentBinding && Q_strcmp(pszCurrentBinding, "+duck") == 0) + { + m_pViewport->ShowPanel(PANEL_SPECMENU, true); + return 0; // we handled it, don't handle twice or send to server + } + */ + if (down && pszCurrentBinding && Q_strcmp(pszCurrentBinding, "+attack") == 0) + { + engine->ClientCmd("spec_next"); + return 0; + } + else if (down && pszCurrentBinding && Q_strcmp(pszCurrentBinding, "+attack2") == 0) + { + engine->ClientCmd("spec_prev"); + return 0; + } + else if (down && pszCurrentBinding && Q_strcmp(pszCurrentBinding, "+jump") == 0) + { + engine->ClientCmd("spec_mode"); + return 0; + } + + return 1; } \ No newline at end of file diff --git a/mp/src/game/client/momentum/clientmode_mom_normal.h b/mp/src/game/client/momentum/clientmode_mom_normal.h index 54ecab0cfe..c40995b66b 100644 --- a/mp/src/game/client/momentum/clientmode_mom_normal.h +++ b/mp/src/game/client/momentum/clientmode_mom_normal.h @@ -1,12 +1,12 @@ //========= Copyright Valve Corporation, All rights reserved. ============// // -// Purpose: +// Purpose: // // $Workfile: $ // $Date: $ // $NoKeywords: $ //=============================================================================// -#if !defined( CLIENTMODE_MOM_NORM_H ) +#if !defined(CLIENTMODE_MOM_NORM_H) #define CLIENTMODE_MOM_NORM_H #ifdef _WIN32 #pragma once @@ -14,34 +14,39 @@ #include "clientmode_shared.h" #include "hud_menu_static.h" -#include +#include "hud_mapfinished.h" +#include "ClientTimesDisplay.h" #include +#include class CHudViewport; namespace vgui { - typedef unsigned long HScheme; +typedef unsigned long HScheme; } - //----------------------------------------------------------------------------- -// Purpose: +// Purpose: //----------------------------------------------------------------------------- class ClientModeMOMNormal : public ClientModeShared { -public: + public: DECLARE_CLASS(ClientModeMOMNormal, ClientModeShared); ClientModeMOMNormal(); ~ClientModeMOMNormal(); - virtual void Init(); - virtual bool ShouldDrawCrosshair(void); - virtual int HudElementKeyInput(int down, ButtonCode_t keynum, const char *pszCurrentBinding); + void Init() override; + bool ShouldDrawCrosshair(void) override; + //NOTE: This includes mouse inputs!!! + int HudElementKeyInput(int down, ButtonCode_t keynum, const char *pszCurrentBinding) override; + int HandleSpectatorKeyInput(int down, ButtonCode_t keynum, const char *pszCurrentBinding) override; -private: + private: CHudMenuStatic *m_pHudMenuStatic; + CHudMapFinishedDialog *m_pHudMapFinished; + CClientTimesDisplay *m_pLeaderboards; }; extern IClientMode *GetClientModeNormal(); diff --git a/mp/src/game/client/momentum/mom_event_listener.cpp b/mp/src/game/client/momentum/mom_event_listener.cpp index 2d035647ab..7d290d2165 100644 --- a/mp/src/game/client/momentum/mom_event_listener.cpp +++ b/mp/src/game/client/momentum/mom_event_listener.cpp @@ -6,62 +6,27 @@ void C_Momentum_EventListener::Init() { //add listeners for all of our custom events - if (gameeventmanager) - { - gameeventmanager->AddListener(this, "timer_stopped", false); - gameeventmanager->AddListener(this, "new_stage", false); - gameeventmanager->AddListener(this, "run_save", false); - gameeventmanager->AddListener(this, "timer_started", false); - gameeventmanager->AddListener(this, "player_inside_mapzone", false); - gameeventmanager->AddListener(this, "practice_mode", false); - gameeventmanager->AddListener(this, "keypress", false); - } + ListenForGameEvent("run_save"); + ListenForGameEvent("run_upload"); + ListenForGameEvent("map_init"); } void C_Momentum_EventListener::FireGameEvent(IGameEvent *pEvent) { - if (!Q_strcmp("timer_stopped", pEvent->GetName())) - { - m_flStartSpeed = pEvent->GetFloat("start_vel"); - m_flEndSpeed = pEvent->GetFloat("end_vel"); - m_flStrafeSyncAvg = pEvent->GetFloat("avg_sync"); - m_flStrafeSync2Avg = pEvent->GetFloat("avg_sync2"); - m_flVelocityAvg = pEvent->GetFloat("avg_vel"); - m_flVelocityMax = pEvent->GetFloat("max_vel"); - } - if (!Q_strcmp("new_stage", pEvent->GetName())) - { - m_iCurrentStage = pEvent->GetInt("stage_num"); - m_iStageTicks[m_iCurrentStage] = pEvent->GetInt("stage_ticks"); - m_flStageStrafeSyncAvg[m_iCurrentStage] = pEvent->GetFloat("avg_sync"); - m_flStageStrafeSync2Avg[m_iCurrentStage] = pEvent->GetFloat("avg_sync2"); - m_flStageStartSpeed[m_iCurrentStage] = pEvent->GetFloat("start_vel"); - m_flStageVelocityAvg[m_iCurrentStage] = pEvent->GetFloat("avg_vel"); - m_flStageVelocityMax[m_iCurrentStage] = pEvent->GetFloat("max_vel"); - } if (!Q_strcmp("run_save", pEvent->GetName())) { m_bTimeDidSave = pEvent->GetBool("run_saved"); - m_bTimeDidUpload = pEvent->GetBool("run_posted"); - } - if (!Q_strcmp("timer_started", pEvent->GetName())) - { - m_bTimerIsRunning = pEvent->GetBool("timer_isrunning"); } - if (!Q_strcmp("player_inside_mapzone", pEvent->GetName())) + else if (!Q_strcmp("run_upload", pEvent->GetName())) { - m_bPlayerInsideStartZone = pEvent->GetBool("inside_startzone"); - m_bPlayerInsideEndZone = pEvent->GetBool("inside_endzone"); - m_bMapFinished = pEvent->GetBool("map_finished"); //different from "inside endzone", this is only fired if the player finished when their timer was running - } - if (!Q_strcmp("practice_mode", pEvent->GetName())) - { - m_bPlayerHasPracticeMode = pEvent->GetBool("has_practicemode"); + m_bTimeDidUpload = pEvent->GetBool("run_posted"); + Q_strncpy(m_szRunUploadStatus, pEvent->GetString("web_msg"), sizeof(m_szRunUploadStatus)); + //MOM_TODO: potentially have stuff like new rank or something? } - if (!Q_strcmp("keypress", pEvent->GetName())) + else if (!Q_strcmp("map_init", pEvent->GetName())) { - m_iTotalJumps = pEvent->GetInt("num_jumps"); - m_iTotalStrafes = pEvent->GetInt("num_strafes"); + m_bMapIsLinear = pEvent->GetBool("is_linear"); + m_iMapZoneCount = pEvent->GetInt("num_zones"); } } diff --git a/mp/src/game/client/momentum/mom_event_listener.h b/mp/src/game/client/momentum/mom_event_listener.h index bdaae1e16e..51075a3720 100644 --- a/mp/src/game/client/momentum/mom_event_listener.h +++ b/mp/src/game/client/momentum/mom_event_listener.h @@ -1,35 +1,26 @@ #pragma once #include "mom_shareddefs.h" +#include "util/run_stats.h" - -class C_Momentum_EventListener : public IGameEventListener2 +class C_Momentum_EventListener : public CGameEventListener { public: - C_Momentum_EventListener() {}; - ~C_Momentum_EventListener(){ - if (gameeventmanager) - gameeventmanager->RemoveListener(this); - } + C_Momentum_EventListener() : + m_bTimeDidSave(false), + m_bTimeDidUpload(false), m_bMapIsLinear(false), m_iMapZoneCount(0) + { } void Init(); - void FireGameEvent(IGameEvent* pEvent); + void FireGameEvent(IGameEvent* pEvent) override; - bool m_bTimerIsRunning, m_bMapFinished; bool m_bTimeDidSave, m_bTimeDidUpload; + bool m_bMapIsLinear; - bool m_bPlayerInsideStartZone, m_bPlayerInsideEndZone; - bool m_bPlayerHasPracticeMode; - - int m_iTotalStrafes, m_iTotalJumps; - float m_flStartSpeed, m_flEndSpeed, m_flVelocityMax, m_flVelocityAvg, m_flStrafeSyncAvg, m_flStrafeSync2Avg; - - int m_iCurrentStage, m_iStageTicks[MAX_STAGES], m_iStageJumps[MAX_STAGES], m_iStageStrafes[MAX_STAGES]; - float m_flStageStartSpeed[MAX_STAGES], m_flStageVelocityMax[MAX_STAGES], - m_flStageVelocityAvg[MAX_STAGES], m_flStageStrafeSyncAvg[MAX_STAGES], - m_flStageStrafeSync2Avg[MAX_STAGES]; + int m_iMapZoneCount; + char m_szRunUploadStatus[512];//MOM_TODO: determine best (max) size for this }; extern C_Momentum_EventListener *g_MOMEventListener; \ No newline at end of file diff --git a/mp/src/game/client/momentum/mom_in_main.cpp b/mp/src/game/client/momentum/mom_in_main.cpp index 671e95ab76..ef954338ad 100644 --- a/mp/src/game/client/momentum/mom_in_main.cpp +++ b/mp/src/game/client/momentum/mom_in_main.cpp @@ -21,7 +21,7 @@ class CMOMInput : public CInput typedef CInput BaseClass; public: - int GetButtonBits(int bResetState) + int GetButtonBits(int bResetState) override { int bits = BaseClass::GetButtonBits(bResetState); CalcButtonBits(bits, IN_TIMES, s_ClearInputState, &in_times, bResetState); @@ -36,7 +36,7 @@ class CMOMInput : public CInput return bits; } - void ClearInputButton(int bits) + void ClearInputButton(int bits) override { s_ClearInputState |= bits; BaseClass::ClearInputButton(bits); diff --git a/mp/src/game/client/momentum/ui/ClientTimesDisplay.cpp b/mp/src/game/client/momentum/ui/ClientTimesDisplay.cpp index 39e2e328a6..c3e1051967 100644 --- a/mp/src/game/client/momentum/ui/ClientTimesDisplay.cpp +++ b/mp/src/game/client/momentum/ui/ClientTimesDisplay.cpp @@ -50,7 +50,7 @@ using namespace vgui; //----------------------------------------------------------------------------- // Purpose: Constructor //----------------------------------------------------------------------------- -CClientTimesDisplay::CClientTimesDisplay(IViewPort *pViewPort) : EditablePanel(NULL, PANEL_TIMES) +CClientTimesDisplay::CClientTimesDisplay(IViewPort *pViewPort) : EditablePanel(nullptr, PANEL_TIMES) { m_iPlayerIndexSymbol = KeyValuesSystem()->GetSymbolForString("playerIndex"); m_nCloseKey = BUTTON_CODE_INVALID; @@ -60,6 +60,8 @@ CClientTimesDisplay::CClientTimesDisplay(IViewPort *pViewPort) : EditablePanel(N SetProportional(true); SetKeyBoardInputEnabled(false); SetMouseInputEnabled(false); + //Create a "popup" so we can get the mouse to detach + surface()->CreatePopup(GetVPanel(), false, false, false, false, false); // set the scheme before any child control is created SetScheme("ClientScheme"); @@ -106,17 +108,21 @@ CClientTimesDisplay::CClientTimesDisplay(IViewPort *pViewPort) : EditablePanel(N m_pLocalLeaderboards->SetVerticalScrollbar(false); m_pFriendsLeaderboards->SetVerticalScrollbar(false); + m_pLocalLeaderboards->SetMouseInputEnabled(true); + m_pOnlineLeaderboards->SetMouseInputEnabled(true); + m_pFriendsLeaderboards->SetMouseInputEnabled(true); + m_pMomentumLogo->GetImage()->SetSize(scheme()->GetProportionalScaledValue(256), scheme()->GetProportionalScaledValue(64)); m_iDesiredHeight = GetTall(); m_pPlayerList->SetVisible(false); // hide this until we load the images in applyschemesettings // update scoreboard instantly if on of these events occur - gameeventmanager->LoadEventsFromFile("resource/modevents.res"); ListenForGameEvent("run_save"); + ListenForGameEvent("run_upload"); ListenForGameEvent("game_newmap"); - m_pImageList = NULL; + m_pImageList = nullptr; m_mapAvatarsToImageList.SetLessFunc(DefLessFunc(CSteamID)); m_mapAvatarsToImageList.RemoveAll(); } @@ -126,10 +132,10 @@ CClientTimesDisplay::CClientTimesDisplay(IViewPort *pViewPort) : EditablePanel(N //----------------------------------------------------------------------------- CClientTimesDisplay::~CClientTimesDisplay() { - if (NULL != m_pImageList) + if (m_pImageList) { delete m_pImageList; - m_pImageList = NULL; + m_pImageList = nullptr; } // MOM_TODO: Ensure a good destructor } @@ -220,8 +226,6 @@ void CClientTimesDisplay::Reset(bool pFullReset) //----------------------------------------------------------------------------- void CClientTimesDisplay::InitScoreboardSections() { -#define SCALE(num) scheme()->GetProportionalScaledValueEx(GetScheme(), (num)) - if (m_pLocalLeaderboards) { m_pLocalLeaderboards->AddSection(m_iSectionId, "", StaticLocalTimeSortFunc); @@ -248,7 +252,6 @@ void CClientTimesDisplay::InitScoreboardSections() m_pFriendsLeaderboards->AddColumnToSection(m_iSectionId, "name", "#MOM_Name", 0, NAME_WIDTH*1.8); m_pFriendsLeaderboards->AddColumnToSection(m_iSectionId, "time", "#MOM_Time", 0, SCALE(m_aiColumnWidths[2] * 1.8)); } -#undef SCALE } //----------------------------------------------------------------------------- @@ -257,7 +260,7 @@ void CClientTimesDisplay::InitScoreboardSections() void CClientTimesDisplay::ApplySchemeSettings(IScheme *pScheme) { BaseClass::ApplySchemeSettings(pScheme); - + if (m_pImageList) delete m_pImageList; m_pImageList = new ImageList(false); @@ -272,7 +275,6 @@ void CClientTimesDisplay::ApplySchemeSettings(IScheme *pScheme) //----------------------------------------------------------------------------- void CClientTimesDisplay::PostApplySchemeSettings(vgui::IScheme *pScheme) { -#define SCALE(num) scheme()->GetProportionalScaledValueEx(GetScheme(), (num)) // resize the images to our resolution for (int i = 0; i < m_pImageList->GetImageCount(); i++) { @@ -314,7 +316,7 @@ void CClientTimesDisplay::ShowPanel(bool bShow) { // Catch the case where we call ShowPanel before ApplySchemeSettings, eg when // going from windowed <-> fullscreen - if (m_pImageList == NULL) + if (m_pImageList == nullptr) { InvalidateLayout(true, true); } @@ -331,12 +333,13 @@ void CClientTimesDisplay::ShowPanel(bool bShow) { Reset(true); SetVisible(true); + //SetEnabled(true); MoveToFront(); } else - { - BaseClass::SetVisible(false); - SetMouseInputEnabled(false); + { + SetVisible(false); + SetMouseInputEnabled(false);//Turn mouse off SetKeyBoardInputEnabled(false); } } @@ -347,18 +350,19 @@ void CClientTimesDisplay::FireGameEvent(IGameEvent *event) const char * type = event->GetName(); - if (Q_strcmp(type, "runtime_saved") == 0) + if (Q_strcmp(type, "run_save") == 0) { //this updates the local times file, needing a reload of it - bLocalTimesNeedUpdate = true; + m_bLocalTimesNeedUpdate = true; } - else if (Q_strcmp(type, "runtime_posted") == 0) + else if (Q_strcmp(type, "run_upload") == 0) { //MOM_TODO: this updates your rank (friends/online panel) + m_bOnlineNeedUpdate = event->GetBool("run_posted"); } else if (Q_strcmp(type, "game_newmap") == 0) { - bLocalTimesLoaded = false; + m_bLocalTimesLoaded = false; } //MOM_TODO: there's a crash here if you uncomment it, @@ -514,7 +518,7 @@ bool CClientTimesDisplay::StaticOnlineTimeSortFunc(vgui::SectionedListPanel *lis void CClientTimesDisplay::LoadLocalTimes(KeyValues *kv) { - if (!bLocalTimesLoaded || bLocalTimesNeedUpdate) + if (!m_bLocalTimesLoaded || m_bLocalTimesNeedUpdate) { //Clear the local times for a refresh m_vLocalTimes.RemoveAll(); @@ -522,10 +526,9 @@ void CClientTimesDisplay::LoadLocalTimes(KeyValues *kv) //Load from .tim file KeyValues *pLoaded = new KeyValues("local"); char fileName[MAX_PATH]; - Q_strcpy(fileName, "maps/"); - //Q_strncat(fileName, g_pGameRules->MapName(), MAX_PATH); - Q_strncat(fileName, g_pGameRules->MapName() ? g_pGameRules->MapName() : "FIXME", MAX_PATH); - Q_strncat(fileName, ".tim", MAX_PATH); + + Q_snprintf(fileName, MAX_PATH, "maps/%s.tim", g_pGameRules->MapName() ? g_pGameRules->MapName() : "FIXME"); + if (pLoaded->LoadFromFile(filesystem, fileName, "MOD")) { DevLog("Loading from file %s...\n", fileName); @@ -534,8 +537,8 @@ void CClientTimesDisplay::LoadLocalTimes(KeyValues *kv) Time t = Time(kvLocalTime); m_vLocalTimes.AddToTail(t); } - bLocalTimesLoaded = true; - bLocalTimesNeedUpdate = false; + m_bLocalTimesLoaded = true; + m_bLocalTimesNeedUpdate = false; } pLoaded->deleteThis(); } @@ -551,15 +554,14 @@ void CClientTimesDisplay::ConvertLocalTimes(KeyValues *kvInto) FOR_EACH_VEC(m_vLocalTimes, i) { Time t = m_vLocalTimes[i]; - float secondsF = ((float) t.ticks) * t.rate; //MOM_TODO: consider adding a "100 tick" column? KeyValues *kvLocalTimeFormatted = new KeyValues("localtime"); - kvLocalTimeFormatted->SetFloat("time_f", secondsF);//Used for static compare + kvLocalTimeFormatted->SetFloat("time_f", t.time_sec);//Used for static compare kvLocalTimeFormatted->SetInt("date_t", t.date);//Used for finding char timeString[BUFSIZETIME]; - mom_UTIL.FormatTime(t.ticks, t.rate, timeString); + mom_UTIL->FormatTime(t.time_sec, timeString); kvLocalTimeFormatted->SetString("time", timeString); char dateString[64]; diff --git a/mp/src/game/client/momentum/ui/ClientTimesDisplay.h b/mp/src/game/client/momentum/ui/ClientTimesDisplay.h index 3836830bc2..a13eb8faea 100644 --- a/mp/src/game/client/momentum/ui/ClientTimesDisplay.h +++ b/mp/src/game/client/momentum/ui/ClientTimesDisplay.h @@ -1,6 +1,6 @@ //========= Copyright Valve Corporation, All rights reserved. ============// // -// Purpose: +// Purpose: // // $NoKeywords: $ //=============================================================================// @@ -11,63 +11,87 @@ #pragma once #endif -#include "GameEventListener.h" #include "cbase.h" + +#include "GameEventListener.h" #include "momentum/mom_shareddefs.h" #include #include #include +#include -#define TYPE_NOTEAM 0 // NOTEAM must be zero :) -#define TYPE_TEAM 1 // a section for a single team -#define TYPE_PLAYERS 2 -#define TYPE_SPECTATORS 3 // a section for a spectator group -#define TYPE_BLANK 4 +#define TYPE_NOTEAM 0 // NOTEAM must be zero :) +#define TYPE_TEAM 1 // a section for a single team +#define TYPE_PLAYERS 2 +#define TYPE_SPECTATORS 3 // a section for a spectator group +#define TYPE_BLANK 4 +#define SCALE(num) scheme()->GetProportionalScaledValueEx(GetScheme(), (num)) //----------------------------------------------------------------------------- // Purpose: Game ScoreBoard //----------------------------------------------------------------------------- class CClientTimesDisplay : public vgui::EditablePanel, public IViewPortPanel, public CGameEventListener { -private: + private: DECLARE_CLASS_SIMPLE(CClientTimesDisplay, vgui::EditablePanel); -protected: + protected: // column widths at 640 - enum { NAME_WIDTH = 160, SCORE_WIDTH = 60, DEATH_WIDTH = 60, PING_WIDTH = 80, VOICE_WIDTH = 0, FRIENDS_WIDTH = 0 }; + enum + { + NAME_WIDTH = 160, + SCORE_WIDTH = 60, + DEATH_WIDTH = 60, + PING_WIDTH = 80, + VOICE_WIDTH = 0, + FRIENDS_WIDTH = 0 + }; // total = 340 -public: + public: CClientTimesDisplay(IViewPort *pViewPort); ~CClientTimesDisplay(); - virtual const char *GetName(void) { return PANEL_TIMES; } - virtual void SetData(KeyValues *data) {}; - virtual void Reset(); - virtual void Update(); + const char *GetName(void) override { return PANEL_TIMES; } + + void SetData(KeyValues *data) override{}; + + void Reset() override; + void Update() override; void Update(bool pFullUpdate); void Reset(bool pFullReset); - virtual bool NeedsUpdate(void); - virtual bool HasInputElements(void) { return true; } - virtual void ShowPanel(bool bShow); + bool NeedsUpdate(void) override; - virtual bool ShowAvatars() - { - return IsPC(); - } + bool HasInputElements(void) override { return true; } + + void ShowPanel(bool bShow) override; + + virtual bool ShowAvatars() { return IsPC(); } // both vgui::Frame and IViewPortPanel define these, so explicitly define them here as passthroughs to vgui - vgui::VPANEL GetVPanel(void) { return BaseClass::GetVPanel(); } - virtual bool IsVisible() { return BaseClass::IsVisible(); } - virtual void SetParent(vgui::VPANEL parent) { BaseClass::SetParent(parent); } + vgui::VPANEL GetVPanel(void) override { return BaseClass::GetVPanel(); } + + bool IsVisible() override { return BaseClass::IsVisible(); } + + void SetParent(vgui::VPANEL parent) override { BaseClass::SetParent(parent); } // IGameEventListener interface: - virtual void FireGameEvent(IGameEvent *event); + void FireGameEvent(IGameEvent *event) override; virtual void UpdatePlayerAvatar(int playerIndex, KeyValues *kv); -protected: + void OnMousePressed(vgui::MouseCode code) override + { + //Log("MOUSE RELEASED: %i\n", code); + + if (code == MOUSE_RIGHT) + { + //MOM_TODO: Show a menu with like "Watch Replay" + } + } + + protected: MESSAGE_FUNC_INT(OnPollHideCode, "PollHideCode", code); // functions to override @@ -75,8 +99,8 @@ class CClientTimesDisplay : public vgui::EditablePanel, public IViewPortPanel, p virtual void InitScoreboardSections(); virtual void UpdateTeamInfo(); virtual void UpdatePlayerInfo(KeyValues *outPlayerInfo); - virtual void OnThink(); - virtual void AddHeader(vgui::Label *pMapSummary); // add the start header of the scoreboard + void OnThink() override; + virtual void AddHeader(vgui::Label *pMapSummary); // add the start header of the scoreboard virtual void AddSection(int teamType, int teamNumber); // add a new section header for a team virtual int GetAdditionalHeight() { return 0; } @@ -84,7 +108,7 @@ class CClientTimesDisplay : public vgui::EditablePanel, public IViewPortPanel, p static bool StaticLocalTimeSortFunc(vgui::SectionedListPanel *list, int itemID1, int itemID2); static bool StaticOnlineTimeSortFunc(vgui::SectionedListPanel *list, int itemID1, int itemID2); - virtual void ApplySchemeSettings(vgui::IScheme *pScheme); + void ApplySchemeSettings(vgui::IScheme *pScheme) override; virtual void PostApplySchemeSettings(vgui::IScheme *pScheme); @@ -96,14 +120,14 @@ class CClientTimesDisplay : public vgui::EditablePanel, public IViewPortPanel, p int m_iNumTeams; vgui::SectionedListPanel *m_pPlayerList; - int m_iSectionId; // the current section we are entering into + int m_iSectionId; // the current section we are entering into float m_fNextUpdateTime; void MoveLabelToFront(const char *textEntryName); void MoveToCenterOfScreen(); - vgui::ImageList *m_pImageList; + vgui::ImageList *m_pImageList; vgui::Panel *m_pHeader; vgui::Panel *m_pPlayerStats; vgui::Panel *m_pLeaderboards; @@ -117,50 +141,48 @@ class CClientTimesDisplay : public vgui::EditablePanel, public IViewPortPanel, p vgui::ImagePanel *m_pPlayerAvatar; vgui::ImagePanel *m_pMomentumLogo; + CUtlMap m_mapAvatarsToImageList; - CUtlMap m_mapAvatarsToImageList; - - CPanelAnimationVar(int, m_iAvatarWidth, "avatar_width", "34"); // Avatar width doesn't scale with resolution + CPanelAnimationVar(int, m_iAvatarWidth, "avatar_width", "34"); // Avatar width doesn't scale with resolution CPanelAnimationVarAliasType(int, m_iNameWidth, "name_width", "136", "proportional_int"); CPanelAnimationVarAliasType(int, m_iClassWidth, "class_width", "35", "proportional_int"); CPanelAnimationVarAliasType(int, m_iScoreWidth, "score_width", "35", "proportional_int"); CPanelAnimationVarAliasType(int, m_iDeathWidth, "death_width", "35", "proportional_int"); CPanelAnimationVarAliasType(int, m_iPingWidth, "ping_width", "23", "proportional_int"); -private: - int m_iPlayerIndexSymbol; - int m_iDesiredHeight; - IViewPort *m_pViewPort; + private: + int m_iPlayerIndexSymbol; + int m_iDesiredHeight; + IViewPort *m_pViewPort; ButtonCode_t m_nCloseKey; struct Time { - int ticks; - float rate; + float time_sec, rate; time_t date; - Time(KeyValues* kv) + explicit Time(KeyValues *kv) { - ticks = Q_atoi(kv->GetName()); + time_sec = Q_atof(kv->GetName()); rate = kv->GetFloat("rate", gpGlobals->interval_per_tick); - date = (time_t) kv->GetInt("date", 0); + date = static_cast(kv->GetInt("date", 0)); }; }; CUtlVector