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111 lines
3.3 KiB
111 lines
3.3 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 "jellyfish.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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BEGIN_VS_SHADER( JellyFish, |
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"Help for JellyFish" ) |
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BEGIN_SHADER_PARAMS |
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SHADER_PARAM( GRADIENTTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "1D texture for silhouette glowy bits" ) |
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SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/cubemap", "envmap" ) |
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SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmaptint" ) |
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SHADER_PARAM( PULSERATE, SHADER_PARAM_TYPE_FLOAT, "1", "blah" ) |
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END_SHADER_PARAMS |
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SHADER_INIT_PARAMS() |
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{ |
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SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); |
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} |
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SHADER_INIT |
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{ |
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LoadTexture( GRADIENTTEXTURE ); |
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LoadTexture( BASETEXTURE ); |
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if( params[ENVMAP]->IsDefined() ) |
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{ |
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LoadCubeMap( ENVMAP ); |
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} |
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if( !params[ENVMAPTINT]->IsDefined() ) |
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{ |
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params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f ); |
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} |
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if( !params[PULSERATE]->IsDefined() ) |
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{ |
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params[PULSERATE]->SetFloatValue( 0.0f ); |
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} |
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} |
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SHADER_DRAW |
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{ |
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// fixme |
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if( !g_pHardwareConfig->SupportsVertexAndPixelShaders() ) |
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{ |
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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->EnableBlending( true ); |
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pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); |
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pShaderShadow->VertexShaderVertexFormat( |
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VERTEX_POSITION | VERTEX_NORMAL, 1, 0, 0 ); |
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jellyfish_Static_Index vshIndex; |
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pShaderShadow->SetVertexShader( "JellyFish", vshIndex.GetIndex() ); |
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pShaderShadow->SetPixelShader( "JellyFish" ); |
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FogToBlack(); |
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} |
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DYNAMIC_STATE |
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{ |
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float time[4]; |
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time[0] = pShaderAPI->CurrentTime() * params[PULSERATE]->GetFloatValue(); |
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BindTexture( SHADER_SAMPLER0, GRADIENTTEXTURE ); |
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BindTexture( SHADER_SAMPLER1, BASETEXTURE ); |
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_5, time, 1 ); |
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LoadViewMatrixIntoVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0 ); |
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jellyfish_Dynamic_Index vshIndex; |
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); |
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vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 ); |
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); |
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} |
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Draw(); |
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if( params[ENVMAP]->IsTexture() ) |
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{ |
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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->EnableBlending( true ); |
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pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); |
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pShaderShadow->TexGen( SHADER_TEXTURE_STAGE0, SHADER_TEXGENPARAM_CAMERASPACEREFLECTIONVECTOR ); |
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pShaderShadow->EnableTexGen( SHADER_TEXTURE_STAGE0, true ); |
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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_NORMAL ); |
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pShaderShadow->EnableConstantColor( true ); |
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FogToFogColor(); |
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} |
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DYNAMIC_STATE |
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{ |
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SetColorState( ENVMAPTINT ); |
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LoadCameraToWorldTransform( MATERIAL_TEXTURE0 ); |
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BindTexture( SHADER_SAMPLER0, ENVMAP ); |
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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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