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77 lines
2.3 KiB
C++
77 lines
2.3 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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#include "BaseVSShader.h"
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#include "aftershock_helper.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( Aftershock, Aftershock_dx9 )
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BEGIN_VS_SHADER( Aftershock_dx9, "Aftershock" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( COLORTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Color tint" )
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SHADER_PARAM( REFRACTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "2", "" )
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SHADER_PARAM( NORMALMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "normal map" )
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SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" )
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SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" )
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SHADER_PARAM( SILHOUETTETHICKNESS, SHADER_PARAM_TYPE_FLOAT, "1", "" )
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SHADER_PARAM( SILHOUETTECOLOR, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Silhouette color tint" )
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SHADER_PARAM( GROUNDMIN, SHADER_PARAM_TYPE_FLOAT, "1", "" )
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SHADER_PARAM( GROUNDMAX, SHADER_PARAM_TYPE_FLOAT, "1", "" )
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SHADER_PARAM( BLURAMOUNT, SHADER_PARAM_TYPE_FLOAT, "1", "" )
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SHADER_PARAM( TIME, SHADER_PARAM_TYPE_FLOAT, "0.0", "Needs CurrentTime Proxy" )
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END_SHADER_PARAMS
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void SetupVarsAftershock( AftershockVars_t &info )
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{
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info.m_nColorTint = COLORTINT;
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info.m_nRefractAmount = REFRACTAMOUNT;
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info.m_nBumpmap = NORMALMAP;
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info.m_nBumpFrame = BUMPFRAME;
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info.m_nBumpTransform = BUMPTRANSFORM;
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info.m_nSilhouetteThickness = SILHOUETTETHICKNESS;
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info.m_nSilhouetteColor = SILHOUETTECOLOR;
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info.m_nGroundMin = GROUNDMIN;
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info.m_nGroundMax = GROUNDMAX;
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info.m_nBlurAmount = BLURAMOUNT;
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info.m_nTime = TIME;
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}
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SHADER_INIT_PARAMS()
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{
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AftershockVars_t info;
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SetupVarsAftershock( info );
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InitParamsAftershock( this, params, pMaterialName, info );
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}
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SHADER_FALLBACK
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{
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if ( g_pHardwareConfig->GetDXSupportLevel() < 90 )
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{
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return "Aftershock_dx8";
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}
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return 0;
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}
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SHADER_INIT
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{
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AftershockVars_t info;
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SetupVarsAftershock( info );
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InitAftershock( this, params, info );
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}
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SHADER_DRAW
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{
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AftershockVars_t info;
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SetupVarsAftershock( info );
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DrawAftershock( this, params, pShaderAPI, pShaderShadow, info, vertexCompression );
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}
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END_SHADER
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