mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 22:27:05 +00:00
103 lines
2.8 KiB
C++
103 lines
2.8 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
// $Header: $
|
|
// $NoKeywords: $
|
|
//===========================================================================//
|
|
|
|
#include "BaseVSShader.h"
|
|
#include "rift_vs11.inc"
|
|
|
|
// memdbgon must be the last include file in a .cpp file!!!
|
|
#include "tier0/memdbgon.h"
|
|
|
|
BEGIN_VS_SHADER( Rift_DX8,
|
|
"Help for Rift_DX8" )
|
|
|
|
BEGIN_SHADER_PARAMS
|
|
SHADER_PARAM( TEXTURE2, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "second texture" )
|
|
SHADER_PARAM( FRAME2, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $texture2" )
|
|
SHADER_PARAM( TEXTURE2TRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$texture2 texcoord transform" )
|
|
END_SHADER_PARAMS
|
|
|
|
SHADER_INIT_PARAMS()
|
|
{
|
|
SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
|
|
}
|
|
|
|
SHADER_INIT
|
|
{
|
|
if (params[BASETEXTURE]->IsDefined())
|
|
{
|
|
LoadTexture( BASETEXTURE );
|
|
}
|
|
if (params[TEXTURE2]->IsDefined())
|
|
{
|
|
LoadTexture( TEXTURE2 );
|
|
}
|
|
}
|
|
|
|
SHADER_DRAW
|
|
{
|
|
SHADOW_STATE
|
|
{
|
|
pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE0, true );
|
|
pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE1, true );
|
|
|
|
// Either we've got a constant modulation
|
|
bool isTranslucent = IsAlphaModulating();
|
|
|
|
// Or we've got a texture alpha on either texture
|
|
isTranslucent = isTranslucent || TextureIsTranslucent( BASETEXTURE, true ) ||
|
|
TextureIsTranslucent( TEXTURE2, true );
|
|
|
|
if ( isTranslucent )
|
|
{
|
|
if ( IS_FLAG_SET(MATERIAL_VAR_ADDITIVE) )
|
|
{
|
|
EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE );
|
|
}
|
|
else
|
|
{
|
|
EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( IS_FLAG_SET(MATERIAL_VAR_ADDITIVE) )
|
|
{
|
|
EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
|
|
}
|
|
}
|
|
|
|
int fmt = VERTEX_POSITION;
|
|
pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
|
|
pShaderShadow->SetVertexShader( "rift_vs11", 0 );
|
|
pShaderShadow->SetPixelShader( "rift_ps11", 0 );
|
|
|
|
DefaultFog();
|
|
}
|
|
DYNAMIC_STATE
|
|
{
|
|
BindTexture( SHADER_TEXTURE_STAGE0, BASETEXTURE, FRAME );
|
|
pShaderAPI->SetTextureTransformDimension( 0, 3, true );
|
|
|
|
BindTexture( SHADER_TEXTURE_STAGE1, TEXTURE2, FRAME2 );
|
|
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, TEXTURE2TRANSFORM );
|
|
|
|
// used to invert y
|
|
float c[4] = { 0.0f, 0.0f, 0.0f, -1.0f };
|
|
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, c, 1 );
|
|
|
|
SetModulationPixelShaderDynamicState( 0 );
|
|
|
|
rift_vs11_Dynamic_Index vshIndex;
|
|
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
|
|
vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 );
|
|
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
|
|
}
|
|
Draw();
|
|
}
|
|
END_SHADER
|