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95 lines
2.4 KiB
95 lines
2.4 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 "cpp_shader_constant_register_map.h" |
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BEGIN_VS_SHADER( Bik_dx80, "Help for Bik_dx80" ) |
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BEGIN_SHADER_PARAMS |
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SHADER_PARAM( YTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Y Bink Texture" ) |
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// SHADER_PARAM( ATEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "A Bink Texture" ) |
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SHADER_PARAM( CRTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Cr Bink Texture" ) |
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SHADER_PARAM( CBTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Cb Bink Texture" ) |
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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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if ( g_pHardwareConfig->GetDXSupportLevel() < 80 ) |
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{ |
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return "wireframe"; |
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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[YTEXTURE]->IsDefined() ) |
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{ |
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LoadTexture( YTEXTURE ); |
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} |
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// if ( params[ATEXTURE]->IsDefined() ) |
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// { |
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// LoadTexture( ATEXTURE ); |
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// } |
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if ( params[CRTEXTURE]->IsDefined() ) |
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{ |
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LoadTexture( CRTEXTURE ); |
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} |
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if ( params[CBTEXTURE]->IsDefined() ) |
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{ |
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LoadTexture( CBTEXTURE ); |
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} |
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} |
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SHADER_DRAW |
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{ |
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int nPass; |
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for( nPass = 0; nPass < 2; nPass++ ) |
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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->EnableTexture( SHADER_SAMPLER1, true ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); |
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// we don't do alpha for these on dx8 |
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// pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); |
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unsigned int flags = VERTEX_POSITION; |
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int numTexCoords = 1; |
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pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 ); |
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pShaderShadow->SetVertexShader( "bik_vs11", 0 ); |
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pShaderShadow->SetPixelShader( "bik_ps11", 0 ); |
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if( nPass > 0 ) |
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{ |
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EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); |
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} |
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} |
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DYNAMIC_STATE |
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{ |
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BindTexture( SHADER_SAMPLER0, YTEXTURE, FRAME ); |
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BindTexture( SHADER_SAMPLER1, CRTEXTURE, FRAME ); |
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BindTexture( SHADER_SAMPLER2, CBTEXTURE, FRAME ); |
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// we don't do alpha for these on dx8 |
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// BindTexture( SHADER_SAMPLER3, ATEXTURE, FRAME ); |
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pShaderAPI->SetVertexShaderIndex( 0 ); |
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pShaderAPI->SetPixelShaderIndex( nPass ); |
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// We need the view matrix |
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LoadViewMatrixIntoVertexShaderConstant( VERTEX_SHADER_VIEWMODEL ); |
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} |
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Draw( ); |
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} |
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} |
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END_SHADER
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