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https://github.com/nillerusr/source-engine.git
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84 lines
2.6 KiB
C++
84 lines
2.6 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( DecalBaseTimesLightmapAlphaBlendSelfIllum, DecalBaseTimesLightmapAlphaBlendSelfIllum_DX6 )
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BEGIN_SHADER( DecalBaseTimesLightmapAlphaBlendSelfIllum_DX6,
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"Help for DecalBaseTimesLightmapAlphaBlendSelfIllum_DX6" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "decals/decalporthole001b", "decal base texture", 0 )
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SHADER_PARAM( SELFILLUMTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "decals/decalporthole001b_mask", "self-illum texture" )
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SHADER_PARAM( SELFILLUMTEXTUREFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "self-illum texture frame" )
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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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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
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}
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SHADER_INIT
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{
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LoadTexture( BASETEXTURE );
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LoadTexture( SELFILLUMTEXTURE );
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}
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SHADER_DRAW
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{
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if( g_pHardwareConfig->GetSamplerCount() < 2 )
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{
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ShaderWarning( "DecalBaseTimesLightmapAlphaBlendSelfIllum: not implemented for single-texturing hardware\n" );
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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->EnablePolyOffset( SHADER_POLYOFFSET_DECAL );
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pShaderShadow->EnableBlending( true );
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pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE1, OVERBRIGHT );
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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION |
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SHADER_DRAW_TEXCOORD1 | SHADER_DRAW_LIGHTMAP_TEXCOORD0 );
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FogToFogColor();
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}
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DYNAMIC_STATE
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{
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_LIGHTMAP );
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BindTexture( SHADER_SAMPLER1, BASETEXTURE, FRAME );
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}
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Draw();
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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->EnablePolyOffset( SHADER_POLYOFFSET_DECAL );
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pShaderShadow->EnableBlending( true );
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pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 );
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FogToBlack();
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}
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DYNAMIC_STATE
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{
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BindTexture( SHADER_SAMPLER0, SELFILLUMTEXTURE, SELFILLUMTEXTUREFRAME );
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}
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Draw();
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}
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END_SHADER
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