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//========= Copyright � 1996-2006, Valve Corporation, All rights reserved. ============//
#include "BaseVSShader.h"
#include "proto_ice_helper.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( ProtoIce, ProtoIce_dx9 ) BEGIN_VS_SHADER( ProtoIce_dx9, "ProtoIce" ) BEGIN_SHADER_PARAMS SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "", "Normal map" ) SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "Frame number for $bumpmap" )
SHADER_PARAM( SSBUMP, SHADER_PARAM_TYPE_INTEGER, "0", "whether or not to use alternate bumpmap format with height" )
END_SHADER_PARAMS
void SetupVarsProtoIce( ProtoIceVars_t &info ) { info.m_nBaseTexture = BASETEXTURE; info.m_nBaseTextureFrame = FRAME; info.m_nBumpmap = BUMPMAP; info.m_nBumpFrame = BUMPFRAME;
info.m_nSsBump = SSBUMP; }
SHADER_INIT_PARAMS() { ProtoIceVars_t info; SetupVarsProtoIce( info ); InitParamsProtoIce( this, params, pMaterialName, info ); }
SHADER_FALLBACK { if ( ( g_pHardwareConfig->GetDXSupportLevel() < 90 ) || ( !g_pHardwareConfig->SupportsPixelShaders_2_b() ) ) { return "Wireframe"; }
if ( g_pConfig && g_pConfig->bEditMode ) { return "VertexLitGeneric"; }
return 0; }
SHADER_INIT { ProtoIceVars_t info; SetupVarsProtoIce( info ); InitProtoIce( this, params, info ); }
SHADER_DRAW { ProtoIceVars_t info; SetupVarsProtoIce( info ); DrawProtoIce( this, params, pShaderAPI, pShaderShadow, info, vertexCompression ); } END_SHADER
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