source-engine/materialsystem/stdshaders/bik_dx81.cpp
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

87 lines
2.3 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "cpp_shader_constant_register_map.h"
BEGIN_VS_SHADER( Bik_dx81, "Help for Bik_dx81" )
BEGIN_SHADER_PARAMS
SHADER_PARAM( YTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Y Bink Texture" )
// SHADER_PARAM( ATEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "A Bink Texture" )
SHADER_PARAM( CRTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Cr Bink Texture" )
SHADER_PARAM( CBTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Cb Bink Texture" )
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
}
SHADER_FALLBACK
{
if ( g_pHardwareConfig->GetDXSupportLevel() < 81 )
{
return "bik_dx80";
}
return 0;
}
SHADER_INIT
{
if ( params[YTEXTURE]->IsDefined() )
{
LoadTexture( YTEXTURE );
}
// if ( params[ATEXTURE]->IsDefined() )
// {
// LoadTexture( ATEXTURE );
// }
if ( params[CRTEXTURE]->IsDefined() )
{
LoadTexture( CRTEXTURE );
}
if ( params[CBTEXTURE]->IsDefined() )
{
LoadTexture( CBTEXTURE );
}
}
SHADER_DRAW
{
SHADOW_STATE
{
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
// we don't do alpha for these on dx8
// pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
unsigned int flags = VERTEX_POSITION;
int numTexCoords = 1;
pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 );
pShaderShadow->SetVertexShader( "bik_vs11", 0 );
pShaderShadow->SetPixelShader( "bik_ps14", 0 );
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER0, YTEXTURE, FRAME );
BindTexture( SHADER_SAMPLER1, CRTEXTURE, FRAME );
BindTexture( SHADER_SAMPLER2, CBTEXTURE, FRAME );
// we don't do alpha for these on dx8
// BindTexture( SHADER_SAMPLER3, ATEXTURE, FRAME );
pShaderAPI->SetVertexShaderIndex( 0 );
pShaderAPI->SetPixelShaderIndex( 0 );
// We need the view matrix
LoadViewMatrixIntoVertexShaderConstant( VERTEX_SHADER_VIEWMODEL );
}
Draw( );
}
END_SHADER