//========= Copyright (c) 1996-2006, Valve Corporation, All rights reserved. ============// #include "BaseVSShader.h" #include "aftershock_helper.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" DEFINE_FALLBACK_SHADER( Aftershock, Aftershock_dx9 ) BEGIN_VS_SHADER( Aftershock_dx9, "Aftershock" ) BEGIN_SHADER_PARAMS SHADER_PARAM( COLORTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Color tint" ) SHADER_PARAM( REFRACTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "2", "" ) SHADER_PARAM( NORMALMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "normal map" ) SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" ) SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" ) SHADER_PARAM( SILHOUETTETHICKNESS, SHADER_PARAM_TYPE_FLOAT, "1", "" ) SHADER_PARAM( SILHOUETTECOLOR, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Silhouette color tint" ) SHADER_PARAM( GROUNDMIN, SHADER_PARAM_TYPE_FLOAT, "1", "" ) SHADER_PARAM( GROUNDMAX, SHADER_PARAM_TYPE_FLOAT, "1", "" ) SHADER_PARAM( BLURAMOUNT, SHADER_PARAM_TYPE_FLOAT, "1", "" ) SHADER_PARAM( TIME, SHADER_PARAM_TYPE_FLOAT, "0.0", "Needs CurrentTime Proxy" ) END_SHADER_PARAMS void SetupVarsAftershock( AftershockVars_t &info ) { info.m_nColorTint = COLORTINT; info.m_nRefractAmount = REFRACTAMOUNT; info.m_nBumpmap = NORMALMAP; info.m_nBumpFrame = BUMPFRAME; info.m_nBumpTransform = BUMPTRANSFORM; info.m_nSilhouetteThickness = SILHOUETTETHICKNESS; info.m_nSilhouetteColor = SILHOUETTECOLOR; info.m_nGroundMin = GROUNDMIN; info.m_nGroundMax = GROUNDMAX; info.m_nBlurAmount = BLURAMOUNT; info.m_nTime = TIME; } SHADER_INIT_PARAMS() { AftershockVars_t info; SetupVarsAftershock( info ); InitParamsAftershock( this, params, pMaterialName, info ); } SHADER_FALLBACK { return 0; } SHADER_INIT { AftershockVars_t info; SetupVarsAftershock( info ); InitAftershock( this, params, info ); } SHADER_DRAW { AftershockVars_t info; SetupVarsAftershock( info ); DrawAftershock( this, params, pShaderAPI, pShaderShadow, info, vertexCompression ); } END_SHADER