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95 lines
2.7 KiB
95 lines
2.7 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 "waterdudv_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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BEGIN_VS_SHADER( Water_DuDv, "Help for Water_DuDv" ) |
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BEGIN_SHADER_PARAMS |
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SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "", "dudv bump map" ) |
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SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" ) |
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SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" ) |
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SHADER_PARAM( REFRACTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "0", "" ) |
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SHADER_PARAM( REFRACTTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "refraction tint" ) |
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END_SHADER_PARAMS |
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SHADER_INIT_PARAMS() |
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{ |
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} |
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SHADER_FALLBACK |
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{ |
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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[BUMPMAP]->IsDefined() ) |
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{ |
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LoadTexture( BUMPMAP ); |
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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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SHADOW_STATE |
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{ |
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pShaderShadow->EnableAlphaWrites( true ); |
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pShaderShadow->EnableColorWrites( true ); |
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pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE0, true ); |
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int fmt = VERTEX_POSITION | VERTEX_NORMAL; |
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pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0, 0 ); |
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pShaderShadow->SetVertexShader( "WaterDuDv_vs11", 0 ); |
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pShaderShadow->SetPixelShader( "WaterDuDv_ps11", 0 ); |
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DisableFog(); |
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} |
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DYNAMIC_STATE |
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{ |
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waterdudv_vs11_Dynamic_Index vshIndex; |
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); |
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vshIndex.SetDOFOG( pShaderAPI->GetSceneFogMode() != MATERIAL_FOG_NONE ); |
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); |
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SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, BUMPTRANSFORM ); |
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Vector4D vec; |
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const float *pTint = params[REFRACTTINT]->GetVecValue(); |
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float flAverage = ( pTint[0] + pTint[1] + pTint[2] ) / 3.0f; |
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vec.Init( flAverage, flAverage, flAverage, 1.0f ); |
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, vec.Base() ); |
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// Amount to refract |
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SetPixelShaderConstant( 0, REFRACTAMOUNT ); |
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// Used to renormalize |
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vec.Init( 1.0f, 1.0f, 1.0f, 1.0f ); |
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pShaderAPI->SetPixelShaderConstant( 1, vec.Base() ); |
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// Used to deal with the red channel |
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vec.Init( 0.0f, 1.0f, 1.0f, 1.0f ); |
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pShaderAPI->SetPixelShaderConstant( 2, vec.Base() ); |
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vec.Init( 1.0f, 0.0f, 0.0f, 0.0f ); |
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pShaderAPI->SetPixelShaderConstant( 3, vec.Base() ); |
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BindTexture( SHADER_TEXTURE_STAGE0, BUMPMAP, BUMPFRAME ); |
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} |
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Draw(); |
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} |
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END_SHADER |
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