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64 lines
1.7 KiB
C++
64 lines
1.7 KiB
C++
//========= 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 "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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DEFINE_FALLBACK_SHADER( DecalModulate, DecalModulate_DX6 )
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BEGIN_SHADER( DecalModulate_dx6,
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"Help for DecalModulate_dx6" )
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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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SHADOW_STATE
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{
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pShaderShadow->EnableAlphaTest( true );
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pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GREATER, 0.0f );
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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->EnableBlending( true );
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pShaderShadow->BlendFunc( SHADER_BLEND_DST_COLOR, SHADER_BLEND_SRC_COLOR );
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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 );
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FogToGrey();
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}
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DYNAMIC_STATE
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{
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// This is kinda gross. We really don't want to render anything here for the flashlight
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// pass since we are multiplying by what is already flashlight lit in the framebuffer.
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// There is no easy way to draw nothing conditionally, so I'll bind grey and multiply
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// which shouldn't change the contents of the framebuffer much.
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if( pShaderAPI->InFlashlightMode() )
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{
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY );
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}
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else
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{
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
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}
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}
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Draw( );
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}
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END_SHADER
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