mirror of
https://github.com/nillerusr/source-engine.git
synced 2026-08-08 01:39:36 +00:00
1
This commit is contained in:
@@ -0,0 +1,90 @@
|
||||
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $Header: $
|
||||
// $NoKeywords: $
|
||||
//=============================================================================//
|
||||
|
||||
#include "shaderlib/cshader.h"
|
||||
|
||||
// memdbgon must be the last include file in a .cpp file!!!
|
||||
#include "tier0/memdbgon.h"
|
||||
|
||||
DEFINE_FALLBACK_SHADER( Shadow, Shadow_DX6 )
|
||||
|
||||
BEGIN_SHADER_FLAGS( Shadow_DX6, "Help for Shadow_DX6", SHADER_NOT_EDITABLE )
|
||||
|
||||
BEGIN_SHADER_PARAMS
|
||||
END_SHADER_PARAMS
|
||||
|
||||
SHADER_INIT_PARAMS()
|
||||
{
|
||||
// FIXME: Need fallback for dx5, don't fade out shadows, just pop them out
|
||||
|
||||
/*
|
||||
The alpha blending state either must be:
|
||||
|
||||
Src Color * Dst Color + Dst Color * 0
|
||||
(src color = C*A + 1-A)
|
||||
|
||||
or
|
||||
|
||||
// Can't be this, doesn't work with fog
|
||||
Src Color * Dst Color + Dst Color * (1-Src Alpha)
|
||||
(src color = C * A, Src Alpha = A)
|
||||
|
||||
*/
|
||||
}
|
||||
|
||||
SHADER_INIT
|
||||
{
|
||||
if (params[BASETEXTURE]->IsDefined())
|
||||
LoadTexture( BASETEXTURE );
|
||||
}
|
||||
|
||||
SHADER_DRAW
|
||||
{
|
||||
SHADOW_STATE
|
||||
{
|
||||
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
|
||||
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
|
||||
|
||||
// To accomplish shadow fading, subtract vertex alpha from texture alpha
|
||||
// color channel isn't used...
|
||||
pShaderShadow->EnableCustomPixelPipe( true );
|
||||
pShaderShadow->CustomTextureStages( 2 );
|
||||
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
|
||||
SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_SELECTARG1,
|
||||
SHADER_TEXARG_TEXTURE, SHADER_TEXARG_VERTEXCOLOR );
|
||||
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
|
||||
SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SUBTRACT,
|
||||
SHADER_TEXARG_TEXTURE, SHADER_TEXARG_VERTEXCOLOR );
|
||||
|
||||
// Blend between white and the vertex color...
|
||||
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
|
||||
SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_BLEND_PREVIOUSSTAGEALPHA,
|
||||
SHADER_TEXARG_CONSTANTCOLOR, SHADER_TEXARG_TEXTURE );
|
||||
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
|
||||
SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1,
|
||||
SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_VERTEXCOLOR );
|
||||
|
||||
EnableAlphaBlending( SHADER_BLEND_DST_COLOR, SHADER_BLEND_ZERO );
|
||||
pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_COLOR |
|
||||
SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_TEXCOORD1 );
|
||||
// We need to fog to *white* regardless of overbrighting...
|
||||
FogToWhite();
|
||||
}
|
||||
DYNAMIC_STATE
|
||||
{
|
||||
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
|
||||
BindTexture( SHADER_SAMPLER1, BASETEXTURE, FRAME );
|
||||
SetFixedFunctionTextureTransform( MATERIAL_TEXTURE0, BASETEXTURETRANSFORM );
|
||||
SetFixedFunctionTextureTransform( MATERIAL_TEXTURE1, BASETEXTURETRANSFORM );
|
||||
|
||||
// The constant color is the shadow color...
|
||||
SetColorState( COLOR );
|
||||
}
|
||||
Draw( );
|
||||
}
|
||||
END_SHADER
|
||||
Reference in New Issue
Block a user