You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
91 lines
2.5 KiB
91 lines
2.5 KiB
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
|
||
|
|