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83 lines
2.6 KiB
83 lines
2.6 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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DEFINE_FALLBACK_SHADER( DecalBaseTimesLightmapAlphaBlendSelfIllum, DecalBaseTimesLightmapAlphaBlendSelfIllum_DX6 ) |
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BEGIN_SHADER( DecalBaseTimesLightmapAlphaBlendSelfIllum_DX6, |
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"Help for DecalBaseTimesLightmapAlphaBlendSelfIllum_DX6" ) |
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BEGIN_SHADER_PARAMS |
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SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "decals/decalporthole001b", "decal base texture", 0 ) |
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SHADER_PARAM( SELFILLUMTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "decals/decalporthole001b_mask", "self-illum texture" ) |
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SHADER_PARAM( SELFILLUMTEXTUREFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "self-illum texture frame" ) |
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END_SHADER_PARAMS |
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SHADER_INIT_PARAMS() |
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{ |
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SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); |
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP ); |
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} |
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SHADER_INIT |
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{ |
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LoadTexture( BASETEXTURE ); |
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LoadTexture( SELFILLUMTEXTURE ); |
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} |
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SHADER_DRAW |
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{ |
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if( g_pHardwareConfig->GetSamplerCount() < 2 ) |
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{ |
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ShaderWarning( "DecalBaseTimesLightmapAlphaBlendSelfIllum: not implemented for single-texturing hardware\n" ); |
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return; |
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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->EnablePolyOffset( SHADER_POLYOFFSET_DECAL ); |
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pShaderShadow->EnableBlending( true ); |
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pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); |
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pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE1, OVERBRIGHT ); |
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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | |
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SHADER_DRAW_TEXCOORD1 | SHADER_DRAW_LIGHTMAP_TEXCOORD0 ); |
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FogToFogColor(); |
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} |
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DYNAMIC_STATE |
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{ |
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_LIGHTMAP ); |
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BindTexture( SHADER_SAMPLER1, BASETEXTURE, FRAME ); |
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} |
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Draw(); |
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SHADOW_STATE |
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{ |
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SetInitialShadowState( ); |
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pShaderShadow->EnableDepthWrites( false ); |
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pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DECAL ); |
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pShaderShadow->EnableBlending( true ); |
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pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); |
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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 ); |
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FogToBlack(); |
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} |
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DYNAMIC_STATE |
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{ |
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BindTexture( SHADER_SAMPLER0, SELFILLUMTEXTURE, SELFILLUMTEXTUREFRAME ); |
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} |
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Draw(); |
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} |
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END_SHADER
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