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:
//
// $Header: $
// $NoKeywords: $
//===========================================================================//
#include "shaderlib/cshader.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( DecalBaseTimesLightmapAlphaBlendSelfIllum, DecalBaseTimesLightmapAlphaBlendSelfIllum_DX6 )
BEGIN_SHADER( DecalBaseTimesLightmapAlphaBlendSelfIllum_DX6,
"Help for DecalBaseTimesLightmapAlphaBlendSelfIllum_DX6" )
BEGIN_SHADER_PARAMS
SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "decals/decalporthole001b", "decal base texture", 0 )
SHADER_PARAM( SELFILLUMTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "decals/decalporthole001b_mask", "self-illum texture" )
SHADER_PARAM( SELFILLUMTEXTUREFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "self-illum texture frame" )
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
}
SHADER_INIT
{
LoadTexture( BASETEXTURE );
LoadTexture( SELFILLUMTEXTURE );
}
SHADER_DRAW
{
if( g_pHardwareConfig->GetSamplerCount() < 2 )
{
ShaderWarning( "DecalBaseTimesLightmapAlphaBlendSelfIllum: not implemented for single-texturing hardware\n" );
return;
}
SHADOW_STATE
{
pShaderShadow->EnableDepthWrites( false );
pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DECAL );
pShaderShadow->EnableBlending( true );
pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE1, OVERBRIGHT );
pShaderShadow->DrawFlags( SHADER_DRAW_POSITION |
SHADER_DRAW_TEXCOORD1 | SHADER_DRAW_LIGHTMAP_TEXCOORD0 );
FogToFogColor();
}
DYNAMIC_STATE
{
pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_LIGHTMAP );
BindTexture( SHADER_SAMPLER1, BASETEXTURE, FRAME );
}
Draw();
SHADOW_STATE
{
SetInitialShadowState( );
pShaderShadow->EnableDepthWrites( false );
pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DECAL );
pShaderShadow->EnableBlending( true );
pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 );
FogToBlack();
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER0, SELFILLUMTEXTURE, SELFILLUMTEXTUREFRAME );
}
Draw();
}
END_SHADER