Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

77 lines
2.2 KiB

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "cloud_vs11.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
BEGIN_VS_SHADER( Cloud_dx8, "Help for Cloud" )
BEGIN_SHADER_PARAMS
SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/cloud", "cloud texture", 0 )
SHADER_PARAM( CLOUDALPHATEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/cloudalpha", "cloud alpha texture" )
SHADER_PARAM( CLOUDSCALE, SHADER_PARAM_TYPE_VEC2, "[1 1]", "cloudscale" )
SHADER_PARAM( MASKSCALE, SHADER_PARAM_TYPE_VEC2, "[1 1]", "maskscale" )
END_SHADER_PARAMS
SHADER_INIT
{
LoadTexture( BASETEXTURE, TEXTUREFLAGS_SRGB );
LoadTexture( CLOUDALPHATEXTURE, TEXTUREFLAGS_SRGB );
if ( !params[CLOUDSCALE]->IsDefined() )
{
params[CLOUDSCALE]->SetVecValue( 1.0f, 1.0f );
}
if ( !params[MASKSCALE]->IsDefined() )
{
params[MASKSCALE]->SetVecValue( 1.0f, 1.0f );
}
}
SHADER_DRAW
{
SHADOW_STATE
{
pShaderShadow->EnableDepthWrites( false );
pShaderShadow->EnableBlending( true );
if ( IS_FLAG_SET( MATERIAL_VAR_ADDITIVE ) )
{
pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
}
else
{
pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
}
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 2, 0, 0 );
cloud_vs11_Static_Index vshIndex;
pShaderShadow->SetVertexShader( "cloud_vs11", vshIndex.GetIndex() );
pShaderShadow->SetPixelShader( "cloud_ps11" );
DefaultFog();
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
BindTexture( SHADER_SAMPLER1, CLOUDALPHATEXTURE );
// handle scrolling of base texture
SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM, CLOUDSCALE );
SetVertexShaderTextureScale( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, MASKSCALE );
pShaderAPI->SetVertexShaderIndex( 0 );
}
Draw();
}
END_SHADER