Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
#include "BaseVSShader.h"
#include "volume_clouds_helper.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( VolumeClouds, VolumeClouds_dx9 )
BEGIN_VS_SHADER( VolumeClouds_dx9, "VolumeClouds" )
BEGIN_SHADER_PARAMS
SHADER_PARAM( REFRACTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "2", "" )
SHADER_PARAM( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Texture 1" )
SHADER_PARAM( BASETEXTURE2, SHADER_PARAM_TYPE_TEXTURE, "", "Texture 2" )
SHADER_PARAM( BASETEXTURE3, SHADER_PARAM_TYPE_TEXTURE, "", "Texture 3" )
SHADER_PARAM( TIME, SHADER_PARAM_TYPE_FLOAT, "0.0", "Needs CurrentTime Proxy" )
END_SHADER_PARAMS
void SetupVarsVolumeClouds( VolumeCloudsVars_t &info )
{
info.m_nRefractAmount = REFRACTAMOUNT;
info.m_nTexture1 = BASETEXTURE;
info.m_nTexture2 = BASETEXTURE2;
info.m_nTexture3 = BASETEXTURE3;
info.m_nTime = TIME;
}
SHADER_INIT_PARAMS()
{
VolumeCloudsVars_t info;
SetupVarsVolumeClouds( info );
InitParamsVolumeClouds( this, params, pMaterialName, info );
}
SHADER_FALLBACK
{
if ( g_pHardwareConfig->GetDXSupportLevel() < 90 )
{
// Fallback to unlit generic
return "UnlitGeneric_DX8";
}
return 0;
}
SHADER_INIT
{
VolumeCloudsVars_t info;
SetupVarsVolumeClouds( info );
InitVolumeClouds( this, params, info );
}
SHADER_DRAW
{
VolumeCloudsVars_t info;
SetupVarsVolumeClouds( info );
DrawVolumeClouds( this, params, pShaderAPI, pShaderShadow, info, vertexCompression );
}
END_SHADER