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77 lines
2.2 KiB
77 lines
2.2 KiB
5 years ago
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//========= 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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BEGIN_SHADER( Cloud,
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"Help for Cloud" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/cloud", "cloud texture", 0 )
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SHADER_PARAM( CLOUDALPHATEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/cloudalpha", "cloud alpha texture" )
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SHADER_PARAM( CLOUDSCALE, SHADER_PARAM_TYPE_VEC2, "[1 1]", "cloudscale" )
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SHADER_PARAM( MASKSCALE, SHADER_PARAM_TYPE_VEC2, "[1 1]", "maskscale" )
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END_SHADER_PARAMS
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SHADER_INIT
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{
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LoadTexture( BASETEXTURE );
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LoadTexture( CLOUDALPHATEXTURE );
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if( !params[CLOUDSCALE]->IsDefined() )
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{
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params[CLOUDSCALE]->SetVecValue( 1.0f, 1.0f );
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}
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if( !params[MASKSCALE]->IsDefined() )
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{
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params[MASKSCALE]->SetVecValue( 1.0f, 1.0f );
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}
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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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SHADOW_STATE
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{
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pShaderShadow->EnableDepthWrites( false );
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pShaderShadow->EnableBlending( true );
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if ( IS_FLAG_SET( MATERIAL_VAR_ADDITIVE ) )
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{
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pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
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}
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else
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{
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pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
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}
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION |
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SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_TEXCOORD1 );
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DefaultFog();
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}
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DYNAMIC_STATE
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{
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
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BindTexture( SHADER_SAMPLER1, CLOUDALPHATEXTURE );
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// handle scrolling of base texture
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SetFixedFunctionTextureScaledTransform( MATERIAL_TEXTURE0,
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BASETEXTURETRANSFORM, CLOUDSCALE );
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SetFixedFunctionTextureScale( MATERIAL_TEXTURE1, MASKSCALE );
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}
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Draw();
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}
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else
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{
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ShaderWarning("Cloud not supported for single-texturing boards!\n");
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}
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}
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END_SHADER
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