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69 lines
1.7 KiB
69 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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//=============================================================================// |
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#include "BaseVSShader.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( Teeth, Teeth_DX6 ) |
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BEGIN_VS_SHADER( Teeth_DX6, |
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"Help for Teeth_DX6" ) |
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BEGIN_SHADER_PARAMS |
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SHADER_PARAM( ILLUMFACTOR, SHADER_PARAM_TYPE_FLOAT, "1", "Amount to darken or brighten the teeth" ) |
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SHADER_PARAM( FORWARD, SHADER_PARAM_TYPE_VEC3, "[1 0 0]", "Forward direction vector for teeth lighting" ) |
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END_SHADER_PARAMS |
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SHADER_INIT_PARAMS() |
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{ |
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// FLASHLIGHTFIXME |
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params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" ); |
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SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); |
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} |
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SHADER_INIT |
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{ |
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LoadTexture( FLASHLIGHTTEXTURE ); |
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LoadTexture( BASETEXTURE ); |
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} |
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void DrawUsingSoftwareLighting( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow ) |
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{ |
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SHADOW_STATE |
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{ |
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); |
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pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE0, OVERBRIGHT ); |
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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_COLOR | SHADER_DRAW_TEXCOORD0 ); |
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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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} |
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Draw(); |
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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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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT ); |
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} |
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bool hasFlashlight = UsingFlashlight( params ); |
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if( hasFlashlight ) |
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{ |
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DrawFlashlight_dx70( params, pShaderAPI, pShaderShadow, FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME ); |
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} |
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else |
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{ |
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DrawUsingSoftwareLighting( params, pShaderAPI, pShaderShadow ); |
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} |
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} |
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END_SHADER
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