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.
113 lines
3.4 KiB
113 lines
3.4 KiB
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"
|
||
|
|
||
|
BEGIN_SHADER( Rift_DX6,
|
||
|
"Help for Rift_DX6" )
|
||
|
|
||
|
BEGIN_SHADER_PARAMS
|
||
|
SHADER_PARAM( TEXTURE2, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "second texture" )
|
||
|
SHADER_PARAM( FRAME2, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $texture2" )
|
||
|
SHADER_PARAM( TEXTURE2TRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$texture2 texcoord transform" )
|
||
|
END_SHADER_PARAMS
|
||
|
|
||
|
SHADER_INIT
|
||
|
{
|
||
|
if (params[BASETEXTURE]->IsDefined())
|
||
|
{
|
||
|
LoadTexture( BASETEXTURE );
|
||
|
}
|
||
|
if (params[TEXTURE2]->IsDefined())
|
||
|
{
|
||
|
LoadTexture( TEXTURE2 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
SHADER_DRAW
|
||
|
{
|
||
|
SHADOW_STATE
|
||
|
{
|
||
|
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
|
||
|
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
|
||
|
SetModulationShadowState();
|
||
|
|
||
|
// Either we've got a constant modulation
|
||
|
bool isTranslucent = IsAlphaModulating();
|
||
|
|
||
|
// Or we've got a texture alpha on either texture
|
||
|
isTranslucent = isTranslucent || TextureIsTranslucent( BASETEXTURE, true ) ||
|
||
|
TextureIsTranslucent( TEXTURE2, true );
|
||
|
|
||
|
if ( isTranslucent )
|
||
|
{
|
||
|
if ( IS_FLAG_SET(MATERIAL_VAR_ADDITIVE) )
|
||
|
{
|
||
|
EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( IS_FLAG_SET(MATERIAL_VAR_ADDITIVE) )
|
||
|
{
|
||
|
EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
pShaderShadow->EnableTexGen( SHADER_TEXTURE_STAGE0, true );
|
||
|
pShaderShadow->TexGen( SHADER_TEXTURE_STAGE0, SHADER_TEXGENPARAM_EYE_LINEAR );
|
||
|
|
||
|
pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD1 );
|
||
|
DefaultFog();
|
||
|
}
|
||
|
DYNAMIC_STATE
|
||
|
{
|
||
|
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
|
||
|
|
||
|
// 1) Take a coordinate in camera space
|
||
|
// 2) Flip Y by multiplying by -1
|
||
|
// 3) Transform from [-w,w] to [0,2*w]
|
||
|
// 4) Transform from [0,2*w] to [0,w]
|
||
|
// We'll end up dividing by w in the pixel shader to get to [0,1]
|
||
|
VMatrix matProjection, matYFlip, matHalf, matOffset, matBaseTransform;
|
||
|
s_pShaderAPI->GetMatrix( MATERIAL_PROJECTION, matProjection.m[0] );
|
||
|
|
||
|
MatrixTranspose( matProjection, matProjection );
|
||
|
|
||
|
MatrixBuildScale( matYFlip, 1.0f, -1.0f, 1.0f );
|
||
|
MatrixBuildTranslation( matOffset, 1.0f, 1.0f, 0.0f );
|
||
|
MatrixBuildScale( matHalf, 0.5f, 0.5f, 1.0f );
|
||
|
|
||
|
MatrixMultiply( matYFlip, matProjection, matBaseTransform );
|
||
|
MatrixMultiply( matOffset, matBaseTransform, matBaseTransform );
|
||
|
MatrixMultiply( matHalf, matBaseTransform, matBaseTransform );
|
||
|
|
||
|
// tranpose before going into the shaderapi. . . suck
|
||
|
MatrixTranspose( matBaseTransform, matBaseTransform );
|
||
|
s_pShaderAPI->MatrixMode( MATERIAL_TEXTURE0 );
|
||
|
s_pShaderAPI->LoadMatrix( &matBaseTransform[0][0] );
|
||
|
|
||
|
// NOTE: This *must* be set after LoadMatrix since LoadMatrix slams the texture dimension
|
||
|
pShaderAPI->SetTextureTransformDimension( SHADER_TEXTURE_STAGE0, 3, true );
|
||
|
|
||
|
BindTexture( SHADER_SAMPLER1, TEXTURE2, FRAME2 );
|
||
|
SetFixedFunctionTextureTransform( MATERIAL_TEXTURE1, TEXTURE2TRANSFORM );
|
||
|
|
||
|
SetModulationDynamicState();
|
||
|
}
|
||
|
Draw();
|
||
|
}
|
||
|
END_SHADER
|