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113 lines
3.3 KiB
113 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 "worldvertexalpha.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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DEFINE_FALLBACK_SHADER( WorldVertexAlpha, WorldVertexAlpha_DX8 ) |
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BEGIN_VS_SHADER( WorldVertexAlpha_DX8, |
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"Help for WorldVertexAlpha_DX8" ) |
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BEGIN_SHADER_PARAMS |
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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_LIGHTING_LIGHTMAP ); |
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} |
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SHADER_INIT |
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{ |
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// Load the base texture here! |
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LoadTexture( BASETEXTURE ); |
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} |
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SHADER_DRAW |
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{ |
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if( g_pHardwareConfig->SupportsVertexAndPixelShaders() && !UsingEditor( params ) ) |
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{ |
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// NOTE: This is the DX8, Non-Hammer version. |
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SHADOW_STATE |
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{ |
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// Base time lightmap (Need two texture stages) |
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); |
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int fmt = VERTEX_POSITION; |
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pShaderShadow->VertexShaderVertexFormat( fmt, 2, 0, 0 ); |
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pShaderShadow->EnableBlending( true ); |
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// Looks backwards, but this is done so that lightmap alpha = 1 when only |
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// using 1 texture (needed for translucent displacements). |
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pShaderShadow->BlendFunc( SHADER_BLEND_ONE_MINUS_SRC_ALPHA, SHADER_BLEND_SRC_ALPHA ); |
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worldvertexalpha_Static_Index vshIndex; |
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pShaderShadow->SetVertexShader( "WorldVertexAlpha", vshIndex.GetIndex() ); |
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pShaderShadow->SetPixelShader( "WorldVertexAlpha" ); |
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FogToFogColor(); |
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} |
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DYNAMIC_STATE |
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{ |
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// Bind the base texture (Stage0) and lightmap (Stage1) |
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BindTexture( SHADER_SAMPLER0, BASETEXTURE ); |
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP ); |
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EnablePixelShaderOverbright( 0, true, true ); |
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worldvertexalpha_Dynamic_Index vshIndex; |
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); |
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); |
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} |
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Draw(); |
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} |
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else |
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{ |
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// NOTE: This is the DX7, Hammer version. |
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// FIXME: Gary - you need to write a proper non-fixed function shader for this. |
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SHADOW_STATE |
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{ |
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP ); |
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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->EnableBlending( true ); |
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// Looks backwards, but this is done so that lightmap alpha = 1 when only |
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// using 1 texture (needed for translucent displacements). |
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pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); |
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// pShaderShadow->BlendFunc( SHADER_BLEND_ONE_MINUS_SRC_ALPHA, SHADER_BLEND_SRC_ALPHA ); |
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// Use vertex color for Hammer because it puts the blending alpha in the vertices. |
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unsigned int colorFlag = 0; |
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if( UsingEditor( params ) ) |
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{ |
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colorFlag |= SHADER_DRAW_COLOR; |
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} |
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pShaderShadow->DrawFlags( colorFlag | SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD1 | |
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SHADER_DRAW_LIGHTMAP_TEXCOORD0 ); |
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} |
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DYNAMIC_STATE |
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{ |
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BindTexture( SHADER_SAMPLER1, BASETEXTURE ); |
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_LIGHTMAP ); |
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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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