Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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5 years ago
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "BaseVSShader.h"
#include "convar.h"
#include "overlay_fit_vs11.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// FIXME: Need to make a dx9 version so that "CENTROID" works.
BEGIN_VS_SHADER_FLAGS( Overlay_Fit, "Help for TerrainTest2", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS
END_SHADER_PARAMS
// Set up anything that is necessary to make decisions in SHADER_FALLBACK.
SHADER_INIT_PARAMS()
{
// No texture means no self-illum or env mask in base alpha
CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
// If in decal mode, no debug override...
if (IS_FLAG_SET(MATERIAL_VAR_DECAL))
{
SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
}
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
}
SHADER_FALLBACK
{
if ( IsPC() && !g_pHardwareConfig->SupportsVertexAndPixelShaders() )
return "WorldTwoTextureBlend";
return 0;
}
SHADER_INIT
{
CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
LoadTexture( BASETEXTURE );
}
SHADER_DRAW
{
SHADOW_STATE
{
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // BASETEXTURE
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // LIGHTMAP
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // BASETEXTURE
// texcoord0 : base texcoord
// texcoord1 : alpha texcoord (mapped to fill the overlay)
unsigned int flags = VERTEX_POSITION | VERTEX_COLOR;
int numTexCoords = 3;
pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 );
pShaderShadow->EnableBlending( true );
pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DECAL );
overlay_fit_vs11_Static_Index vshIndex;
pShaderShadow->SetVertexShader( "Overlay_Fit_vs11", vshIndex.GetIndex() );
pShaderShadow->SetPixelShader ( "Overlay_Fit_ps11", 0 );
FogToFogColor();
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP );
BindTexture( SHADER_SAMPLER2, BASETEXTURE, FRAME );
overlay_fit_vs11_Dynamic_Index vshIndex;
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
}
Draw();
}
END_SHADER