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90 lines
2.5 KiB
90 lines
2.5 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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//=============================================================================// |
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#include "BaseVSShader.h" |
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#include "convar.h" |
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#include "overlay_fit_vs11.inc" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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// FIXME: Need to make a dx9 version so that "CENTROID" works. |
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BEGIN_VS_SHADER_FLAGS( Overlay_Fit, "Help for TerrainTest2", SHADER_NOT_EDITABLE ) |
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BEGIN_SHADER_PARAMS |
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END_SHADER_PARAMS |
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// Set up anything that is necessary to make decisions in SHADER_FALLBACK. |
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SHADER_INIT_PARAMS() |
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{ |
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// No texture means no self-illum or env mask in base alpha |
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CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK ); |
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// If in decal mode, no debug override... |
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if (IS_FLAG_SET(MATERIAL_VAR_DECAL)) |
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{ |
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SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); |
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} |
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP ); |
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} |
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SHADER_FALLBACK |
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{ |
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if ( IsPC() && !g_pHardwareConfig->SupportsVertexAndPixelShaders() ) |
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return "WorldTwoTextureBlend"; |
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return 0; |
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} |
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SHADER_INIT |
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{ |
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CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK ); |
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LoadTexture( BASETEXTURE ); |
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} |
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SHADER_DRAW |
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{ |
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SHADOW_STATE |
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{ |
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // BASETEXTURE |
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // LIGHTMAP |
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // BASETEXTURE |
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// texcoord0 : base texcoord |
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// texcoord1 : alpha texcoord (mapped to fill the overlay) |
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unsigned int flags = VERTEX_POSITION | VERTEX_COLOR; |
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int numTexCoords = 3; |
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pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 ); |
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pShaderShadow->EnableBlending( true ); |
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pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); |
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pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DECAL ); |
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overlay_fit_vs11_Static_Index vshIndex; |
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pShaderShadow->SetVertexShader( "Overlay_Fit_vs11", vshIndex.GetIndex() ); |
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pShaderShadow->SetPixelShader ( "Overlay_Fit_ps11", 0 ); |
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FogToFogColor(); |
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} |
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DYNAMIC_STATE |
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{ |
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); |
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP ); |
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BindTexture( SHADER_SAMPLER2, BASETEXTURE, FRAME ); |
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overlay_fit_vs11_Dynamic_Index vshIndex; |
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); |
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); |
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} |
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Draw(); |
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} |
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END_SHADER |
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