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