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96 lines
2.2 KiB
96 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 "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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// FIXME!! This version doesn't support vertexalpha to make it blend to white!!! |
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DEFINE_FALLBACK_SHADER( Modulate, Modulate_DX6 ) |
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BEGIN_SHADER( Modulate_DX6, |
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"Help for Modulate_DX6" ) |
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BEGIN_SHADER_PARAMS |
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SHADER_PARAM( WRITEZ, SHADER_PARAM_TYPE_BOOL, "0", "Forces z to be written if set" ) |
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SHADER_PARAM( MOD2X, SHADER_PARAM_TYPE_BOOL, "0", "forces a 2x modulate so that you can brighten and darken things" ) |
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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_INIT |
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{ |
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if (params[BASETEXTURE]->IsDefined()) |
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LoadTexture( BASETEXTURE ); |
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} |
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SHADER_DRAW |
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{ |
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bool bMod2X = params[MOD2X]->IsDefined() && params[MOD2X]->GetIntValue(); |
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SHADOW_STATE |
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{ |
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if( bMod2X ) |
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{ |
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EnableAlphaBlending( SHADER_BLEND_DST_COLOR, SHADER_BLEND_SRC_COLOR ); |
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} |
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else |
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{ |
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EnableAlphaBlending( SHADER_BLEND_DST_COLOR, SHADER_BLEND_ZERO ); |
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} |
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if (params[WRITEZ]->GetIntValue() != 0) |
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{ |
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// This overrides the disabling of depth writes performed in |
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// EnableAlphaBlending |
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pShaderShadow->EnableDepthWrites(true); |
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} |
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pShaderShadow->EnableConstantColor( true ); |
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int drawFlags = SHADER_DRAW_POSITION; |
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if (params[BASETEXTURE]->IsTexture()) |
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{ |
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); |
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drawFlags |= SHADER_DRAW_TEXCOORD0; |
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} |
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if (IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR)) |
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{ |
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drawFlags |= SHADER_DRAW_COLOR; |
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} |
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pShaderShadow->DrawFlags( drawFlags ); |
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// We need to fog to *white* regardless of overbrighting... |
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if( bMod2X ) |
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{ |
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FogToGrey(); |
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} |
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else |
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{ |
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FogToOOOverbright(); |
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} |
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} |
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DYNAMIC_STATE |
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{ |
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if (params[BASETEXTURE]->IsTexture()) |
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{ |
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); |
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SetFixedFunctionTextureTransform( MATERIAL_TEXTURE0, BASETEXTURETRANSFORM ); |
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} |
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// The constant color is the modulation color... |
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SetColorState( COLOR ); |
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} |
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Draw( ); |
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} |
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END_SHADER
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