//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: 
//
// $Header: $
// $NoKeywords: $
//=============================================================================//

#include "BaseVSShader.h"
#include "cloud_vs11.inc"

// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"

BEGIN_VS_SHADER( Cloud_dx8, "Help for Cloud" )

	BEGIN_SHADER_PARAMS
		SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/cloud", "cloud texture", 0 )
		SHADER_PARAM( CLOUDALPHATEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/cloudalpha", "cloud alpha texture" )
		SHADER_PARAM( CLOUDSCALE, SHADER_PARAM_TYPE_VEC2, "[1 1]", "cloudscale" )
		SHADER_PARAM( MASKSCALE, SHADER_PARAM_TYPE_VEC2, "[1 1]", "maskscale" )
	END_SHADER_PARAMS

	SHADER_INIT
	{
		LoadTexture( BASETEXTURE, TEXTUREFLAGS_SRGB );
		LoadTexture( CLOUDALPHATEXTURE, TEXTUREFLAGS_SRGB );
		if ( !params[CLOUDSCALE]->IsDefined() )
		{
			params[CLOUDSCALE]->SetVecValue( 1.0f, 1.0f );
		}
		if ( !params[MASKSCALE]->IsDefined() )
		{
			params[MASKSCALE]->SetVecValue( 1.0f, 1.0f );
		}
	}

	SHADER_DRAW
	{
		SHADOW_STATE
		{
			pShaderShadow->EnableDepthWrites( false );
			pShaderShadow->EnableBlending( true );
			if ( IS_FLAG_SET( MATERIAL_VAR_ADDITIVE ) )
			{
				pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
			}
			else
			{
				pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
			}
			pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
			pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );

			pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 2, 0, 0 );

			cloud_vs11_Static_Index vshIndex;
			pShaderShadow->SetVertexShader( "cloud_vs11", vshIndex.GetIndex() );
			pShaderShadow->SetPixelShader( "cloud_ps11" );

			DefaultFog();
		}

		DYNAMIC_STATE
		{
			BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
			BindTexture( SHADER_SAMPLER1, CLOUDALPHATEXTURE );

			// handle scrolling of base texture
			SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM, CLOUDSCALE );
			SetVertexShaderTextureScale( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, MASKSCALE );

			pShaderAPI->SetVertexShaderIndex( 0 );
		}
		Draw();
	}
END_SHADER