mirror of
https://github.com/nillerusr/source-engine.git
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112 lines
3.3 KiB
C++
112 lines
3.3 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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// $Header: $
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// $NoKeywords: $
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//=============================================================================//
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#include "BaseVSShader.h"
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#include "jellyfish.inc"
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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_VS_SHADER( JellyFish,
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"Help for JellyFish" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( GRADIENTTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "1D texture for silhouette glowy bits" )
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SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/cubemap", "envmap" )
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SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmaptint" )
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SHADER_PARAM( PULSERATE, SHADER_PARAM_TYPE_FLOAT, "1", "blah" )
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
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}
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SHADER_INIT
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{
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LoadTexture( GRADIENTTEXTURE );
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LoadTexture( BASETEXTURE );
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if( params[ENVMAP]->IsDefined() )
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{
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LoadCubeMap( ENVMAP );
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}
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if( !params[ENVMAPTINT]->IsDefined() )
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{
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params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
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}
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if( !params[PULSERATE]->IsDefined() )
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{
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params[PULSERATE]->SetFloatValue( 0.0f );
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}
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}
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SHADER_DRAW
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{
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// fixme
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if( !g_pHardwareConfig->SupportsVertexAndPixelShaders() )
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{
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return;
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}
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SHADOW_STATE
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{
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pShaderShadow->EnableDepthWrites( false );
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pShaderShadow->EnableBlending( true );
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pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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pShaderShadow->VertexShaderVertexFormat(
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VERTEX_POSITION | VERTEX_NORMAL, 1, 0, 0 );
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jellyfish_Static_Index vshIndex;
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pShaderShadow->SetVertexShader( "JellyFish", vshIndex.GetIndex() );
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pShaderShadow->SetPixelShader( "JellyFish" );
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FogToBlack();
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}
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DYNAMIC_STATE
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{
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float time[4];
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time[0] = pShaderAPI->CurrentTime() * params[PULSERATE]->GetFloatValue();
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BindTexture( SHADER_SAMPLER0, GRADIENTTEXTURE );
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BindTexture( SHADER_SAMPLER1, BASETEXTURE );
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_5, time, 1 );
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LoadViewMatrixIntoVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0 );
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jellyfish_Dynamic_Index vshIndex;
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 );
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
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}
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Draw();
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if( params[ENVMAP]->IsTexture() )
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{
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SHADOW_STATE
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{
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SetInitialShadowState( );
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pShaderShadow->EnableDepthWrites( false );
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pShaderShadow->EnableBlending( true );
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pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->TexGen( SHADER_TEXTURE_STAGE0, SHADER_TEXGENPARAM_CAMERASPACEREFLECTIONVECTOR );
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pShaderShadow->EnableTexGen( SHADER_TEXTURE_STAGE0, true );
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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_NORMAL );
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pShaderShadow->EnableConstantColor( true );
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FogToFogColor();
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}
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DYNAMIC_STATE
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{
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SetColorState( ENVMAPTINT );
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LoadCameraToWorldTransform( MATERIAL_TEXTURE0 );
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BindTexture( SHADER_SAMPLER0, ENVMAP );
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}
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Draw();
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}
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}
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END_SHADER
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