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94 lines
2.6 KiB
94 lines
2.6 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// DirectX 9 Cloud shader |
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// |
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//=============================================================================== |
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#include "BaseVSShader.h" |
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#include "cloud_vs20.inc" |
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#include "cloud_ps20.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( Cloud, Cloud_dx9 ) |
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BEGIN_VS_SHADER( Cloud_dx9, "Help for Cloud" ) |
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BEGIN_SHADER_PARAMS |
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SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/cloud", "cloud texture", 0 ) |
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SHADER_PARAM( CLOUDALPHATEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/cloudalpha", "cloud alpha texture" ) |
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SHADER_PARAM( CLOUDSCALE, SHADER_PARAM_TYPE_VEC2, "[1 1]", "cloudscale" ) |
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SHADER_PARAM( MASKSCALE, SHADER_PARAM_TYPE_VEC2, "[1 1]", "maskscale" ) |
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END_SHADER_PARAMS |
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SHADER_FALLBACK |
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{ |
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if( g_pHardwareConfig->GetDXSupportLevel() < 90 ) |
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return "Cloud_dx8"; |
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return 0; |
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} |
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SHADER_INIT |
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{ |
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LoadTexture( BASETEXTURE, TEXTUREFLAGS_SRGB ); |
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LoadTexture( CLOUDALPHATEXTURE, TEXTUREFLAGS_SRGB ); |
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if ( !params[CLOUDSCALE]->IsDefined() ) |
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{ |
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params[CLOUDSCALE]->SetVecValue( 1.0f, 1.0f ); |
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} |
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if ( !params[MASKSCALE]->IsDefined() ) |
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{ |
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params[MASKSCALE]->SetVecValue( 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->EnableDepthWrites( false ); |
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pShaderShadow->EnableBlending( true ); |
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if ( IS_FLAG_SET( MATERIAL_VAR_ADDITIVE ) ) |
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{ |
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pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); |
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} |
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else |
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{ |
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pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); |
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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->VertexShaderVertexFormat( VERTEX_POSITION, 2, 0, 0 ); |
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DECLARE_STATIC_VERTEX_SHADER( cloud_vs20 ); |
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SET_STATIC_VERTEX_SHADER( cloud_vs20 ); |
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DECLARE_STATIC_PIXEL_SHADER( cloud_ps20 ); |
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SET_STATIC_PIXEL_SHADER( cloud_ps20 ); |
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DefaultFog(); |
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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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BindTexture( SHADER_SAMPLER1, CLOUDALPHATEXTURE ); |
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// Handle scrolling of base texture |
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SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM, CLOUDSCALE ); |
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SetVertexShaderTextureScale( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, MASKSCALE ); |
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DECLARE_DYNAMIC_VERTEX_SHADER( cloud_vs20 ); |
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SET_DYNAMIC_VERTEX_SHADER( cloud_vs20 ); |
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DECLARE_DYNAMIC_PIXEL_SHADER( cloud_ps20 ); |
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SET_DYNAMIC_PIXEL_SHADER( cloud_ps20 ); |
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} |
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Draw(); |
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} |
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END_SHADER
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