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86 lines
2.2 KiB
86 lines
2.2 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $Header: $ |
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// $NoKeywords: $ |
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//=============================================================================// |
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#include "BaseVSShader.h" |
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#include "decalmodulate_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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DEFINE_FALLBACK_SHADER( DecalModulate, DecalModulate_DX8 ) |
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BEGIN_VS_SHADER( DecalModulate_DX8, "" ) |
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BEGIN_SHADER_PARAMS |
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END_SHADER_PARAMS |
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SHADER_FALLBACK |
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{ |
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if ( IsPC() && g_pHardwareConfig->GetDXSupportLevel() < 80 ) |
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return "DecalModulate_DX6"; |
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return 0; |
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} |
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SHADER_INIT_PARAMS() |
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{ |
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SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); |
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} |
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SHADER_INIT |
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{ |
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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->EnableAlphaTest( true ); |
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pShaderShadow->EnableDepthWrites( false ); |
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pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DECAL ); |
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pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE0, true ); |
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pShaderShadow->EnableBlending( true ); |
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pShaderShadow->BlendFunc( SHADER_BLEND_DST_COLOR, SHADER_BLEND_SRC_COLOR ); |
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FogToGrey(); |
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decalmodulate_vs11_Static_Index vshIndex; |
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s_pShaderShadow->SetVertexShader( "decalmodulate_vs11", vshIndex.GetIndex() ); |
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s_pShaderShadow->SetPixelShader( "decalmodulate_ps11", 0 ); |
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pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0, 0 ); |
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} |
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DYNAMIC_STATE |
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{ |
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if ( pShaderAPI->InFlashlightMode() ) |
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{ |
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// Don't draw anything for the flashlight pass |
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Draw( false ); |
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return; |
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} |
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BindTexture( SHADER_TEXTURE_STAGE0, BASETEXTURE, FRAME ); |
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// Set an identity base texture transformation |
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Vector4D transformation[2]; |
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transformation[0].Init( 1.0f, 0.0f, 0.0f, 0.0f ); |
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transformation[1].Init( 0.0f, 1.0f, 0.0f, 0.0f ); |
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, transformation[0].Base(), 2 ); |
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MaterialFogMode_t fogType = s_pShaderAPI->GetSceneFogMode(); |
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int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0; |
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decalmodulate_vs11_Dynamic_Index vshIndex; |
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vshIndex.SetDOWATERFOG( fogIndex ); |
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vshIndex.SetSKINNING( 0 ); |
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s_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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