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63 lines
1.7 KiB
63 lines
1.7 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $Header: $ |
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// $NoKeywords: $ |
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//=============================================================================// |
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#include "shaderlib/cshader.h" |
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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_DX6 ) |
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BEGIN_SHADER( DecalModulate_dx6, |
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"Help for DecalModulate_dx6" ) |
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BEGIN_SHADER_PARAMS |
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END_SHADER_PARAMS |
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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->AlphaFunc( SHADER_ALPHAFUNC_GREATER, 0.0f ); |
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pShaderShadow->EnableDepthWrites( false ); |
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pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DECAL ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, 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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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 ); |
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FogToGrey(); |
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} |
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DYNAMIC_STATE |
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{ |
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// This is kinda gross. We really don't want to render anything here for the flashlight |
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// pass since we are multiplying by what is already flashlight lit in the framebuffer. |
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// There is no easy way to draw nothing conditionally, so I'll bind grey and multiply |
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// which shouldn't change the contents of the framebuffer much. |
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if( pShaderAPI->InFlashlightMode() ) |
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{ |
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY ); |
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} |
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else |
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{ |
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); |
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} |
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} |
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Draw( ); |
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} |
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END_SHADER
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