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. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "predator.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( Predator, Predator_DX80 )
BEGIN_VS_SHADER( Predator_DX80,
"Help for Predator" )
BEGIN_SHADER_PARAMS
SHADER_PARAM( REFRACTIONAMOUNT, SHADER_PARAM_TYPE_VEC2, "[0.2 0.2]", "refaction amount" )
SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" )
SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "", "envmap frame number" )
SHADER_PARAM( ENVMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_envmask", "envmap mask" )
SHADER_PARAM( ENVMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" )
SHADER_PARAM( ENVMAPMASKSCALE, SHADER_PARAM_TYPE_FLOAT, "1", "envmap mask scale" )
SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" )
SHADER_PARAM( REFRACTTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "refraction tint" )
SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertes/shader1_normal", "bump map" )
SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" )
SHADER_PARAM( BUMPOFFSET, SHADER_PARAM_TYPE_VEC2, "[0 0]", "2D bump offset for texture scrolling" )
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
SET_FLAGS( MATERIAL_VAR_TRANSLUCENT );
SET_FLAGS2( MATERIAL_VAR2_NEEDS_POWER_OF_TWO_FRAME_BUFFER_TEXTURE );
}
SHADER_FALLBACK
{
if (!g_pHardwareConfig->SupportsVertexAndPixelShaders())
return "Predator_DX60";
return 0;
}
SHADER_INIT
{
if( params[ENVMAP]->IsDefined() )
{
LoadCubeMap( ENVMAP );
}
if( params[ENVMAPMASK]->IsDefined() )
{
LoadTexture( ENVMAPMASK );
}
if( !params[ENVMAPTINT]->IsDefined() )
{
params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
}
if( !params[REFRACTTINT]->IsDefined() )
{
params[REFRACTTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
}
}
SHADER_DRAW
{
// Refractive pass
SHADOW_STATE
{
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
int fmt = VERTEX_POSITION | VERTEX_NORMAL;
pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
predator_Static_Index vshIndex;
pShaderShadow->SetVertexShader( "predator", vshIndex.GetIndex() );
pShaderShadow->SetPixelShader( "predator" );
}
DYNAMIC_STATE
{
pShaderAPI->SetDefaultState();
pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 );
SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, REFRACTIONAMOUNT );
float c95[4] = { 1.0f, 1.0f, 0.0f, 0.0f };
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_5, c95, 1 );
SetPixelShaderConstant( 2, REFRACTTINT );
predator_Dynamic_Index vshIndex;
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 );
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
}
Draw();
}
END_SHADER