mirror of
https://github.com/nillerusr/source-engine.git
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128 lines
3.8 KiB
C++
128 lines
3.8 KiB
C++
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "shaderlib/cshader.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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BEGIN_SHADER_FLAGS( Decal, "Help for Decal", SHADER_NOT_EDITABLE )
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BEGIN_SHADER_PARAMS
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
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}
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SHADER_INIT
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{
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LoadTexture( BASETEXTURE );
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}
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SHADER_DRAW
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{
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// vertex alpha 0 = mod2x, vertex alpha 1 = src_alpha,1-src_alpha
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// need to set constant color to grey
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SHADOW_STATE
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{
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// common stuff
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pShaderShadow->EnableDepthWrites( false );
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pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DECAL );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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pShaderShadow->EnableBlending( true );
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}
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// MOD2X pass
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SHADOW_STATE
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{
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pShaderShadow->EnableCustomPixelPipe( true );
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pShaderShadow->CustomTextureStages( 2 );
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// color = texture
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// alpha = vertexalpha
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
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SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_SELECTARG1,
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SHADER_TEXARG_TEXTURE, SHADER_TEXARG_NONE );
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
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SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1,
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SHADER_TEXARG_SPECULARCOLOR, SHADER_TEXARG_NONE );
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// color = texture
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// alpha = blend
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
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SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_BLEND_PREVIOUSSTAGEALPHA,
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SHADER_TEXARG_CONSTANTCOLOR, SHADER_TEXARG_PREVIOUSSTAGE );
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pShaderShadow->BlendFunc( SHADER_BLEND_DST_COLOR, SHADER_BLEND_SRC_COLOR );
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FogToGrey();
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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_SPECULAR
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| SHADER_DRAW_LIGHTMAP_TEXCOORD1 );
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}
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DYNAMIC_STATE
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{
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pShaderAPI->Color3f( 0.5f, 0.5f, 0.5f );
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP );
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}
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Draw();
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// srcalpha,1-srcalpha pass
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SHADOW_STATE
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{
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pShaderShadow->EnableCustomPixelPipe( true );
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pShaderShadow->CustomTextureStages( 2 );
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// color = texture
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// alpha = texture
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if (IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ))
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{
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
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SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATE,
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SHADER_TEXARG_TEXTURE, SHADER_TEXARG_VERTEXCOLOR );
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}
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else
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{
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
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SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_SELECTARG1,
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SHADER_TEXARG_TEXTURE, SHADER_TEXARG_NONE );
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}
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if( IS_FLAG_SET( MATERIAL_VAR_VERTEXALPHA ) )
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{
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
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SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_MODULATE,
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SHADER_TEXARG_TEXTURE, SHADER_TEXARG_VERTEXCOLOR );
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}
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else
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{
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
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SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1,
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SHADER_TEXARG_TEXTURE, SHADER_TEXARG_NONE );
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}
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// color = texture [* vertex color] * lightmap color
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// alpha = texture alpha [* vertex alpha] * specular alpha
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
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SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATE2X,
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SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_TEXTURE );
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
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SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_MODULATE,
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SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_SPECULARCOLOR );
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pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
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FogToFogColor();
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}
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DYNAMIC_STATE
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{
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SetColorState( COLOR );
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}
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Draw();
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}
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END_SHADER
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