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.
100 lines
3.2 KiB
100 lines
3.2 KiB
5 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
// $NoKeywords: $
|
||
|
//=============================================================================//
|
||
|
|
||
|
#include "BaseVSShader.h"
|
||
|
|
||
|
#include "predator.inc"
|
||
|
|
||
|
// memdbgon must be the last include file in a .cpp file!!!
|
||
|
#include "tier0/memdbgon.h"
|
||
|
|
||
|
DEFINE_FALLBACK_SHADER( Predator, Predator_DX80 )
|
||
|
|
||
|
BEGIN_VS_SHADER( Predator_DX80,
|
||
|
"Help for Predator" )
|
||
|
|
||
|
BEGIN_SHADER_PARAMS
|
||
|
SHADER_PARAM( REFRACTIONAMOUNT, SHADER_PARAM_TYPE_VEC2, "[0.2 0.2]", "refaction amount" )
|
||
|
SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" )
|
||
|
SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "", "envmap frame number" )
|
||
|
SHADER_PARAM( ENVMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_envmask", "envmap mask" )
|
||
|
SHADER_PARAM( ENVMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" )
|
||
|
SHADER_PARAM( ENVMAPMASKSCALE, SHADER_PARAM_TYPE_FLOAT, "1", "envmap mask scale" )
|
||
|
SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" )
|
||
|
SHADER_PARAM( REFRACTTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "refraction tint" )
|
||
|
SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertes/shader1_normal", "bump map" )
|
||
|
SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" )
|
||
|
SHADER_PARAM( BUMPOFFSET, SHADER_PARAM_TYPE_VEC2, "[0 0]", "2D bump offset for texture scrolling" )
|
||
|
END_SHADER_PARAMS
|
||
|
|
||
|
SHADER_INIT_PARAMS()
|
||
|
{
|
||
|
SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
|
||
|
SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
|
||
|
SET_FLAGS( MATERIAL_VAR_TRANSLUCENT );
|
||
|
SET_FLAGS2( MATERIAL_VAR2_NEEDS_POWER_OF_TWO_FRAME_BUFFER_TEXTURE );
|
||
|
}
|
||
|
|
||
|
SHADER_FALLBACK
|
||
|
{
|
||
|
if (!g_pHardwareConfig->SupportsVertexAndPixelShaders())
|
||
|
return "Predator_DX60";
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
SHADER_INIT
|
||
|
{
|
||
|
if( params[ENVMAP]->IsDefined() )
|
||
|
{
|
||
|
LoadCubeMap( ENVMAP );
|
||
|
}
|
||
|
if( params[ENVMAPMASK]->IsDefined() )
|
||
|
{
|
||
|
LoadTexture( ENVMAPMASK );
|
||
|
}
|
||
|
if( !params[ENVMAPTINT]->IsDefined() )
|
||
|
{
|
||
|
params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
|
||
|
}
|
||
|
if( !params[REFRACTTINT]->IsDefined() )
|
||
|
{
|
||
|
params[REFRACTTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
SHADER_DRAW
|
||
|
{
|
||
|
// Refractive pass
|
||
|
SHADOW_STATE
|
||
|
{
|
||
|
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
|
||
|
int fmt = VERTEX_POSITION | VERTEX_NORMAL;
|
||
|
pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
|
||
|
|
||
|
predator_Static_Index vshIndex;
|
||
|
pShaderShadow->SetVertexShader( "predator", vshIndex.GetIndex() );
|
||
|
|
||
|
pShaderShadow->SetPixelShader( "predator" );
|
||
|
}
|
||
|
DYNAMIC_STATE
|
||
|
{
|
||
|
pShaderAPI->SetDefaultState();
|
||
|
pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 );
|
||
|
SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, REFRACTIONAMOUNT );
|
||
|
float c95[4] = { 1.0f, 1.0f, 0.0f, 0.0f };
|
||
|
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_5, c95, 1 );
|
||
|
SetPixelShaderConstant( 2, REFRACTTINT );
|
||
|
|
||
|
predator_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
|