//========= Copyright © 1996-2008, Valve Corporation, All rights reserved. ============// // // Purpose: Parallax Occlusion Mapping test shader // // $Header: $ // $NoKeywords: $ //=============================================================================// #include "BaseVSShader.h" #include "convar.h" #include "parallaxtest_vs30.inc" #include "parallaxtest_ps30.inc" ConVar mat_parallaxmapsamplesmin( "mat_parallaxmapsamplesmin", "12" ); ConVar mat_parallaxmapsamplesmax( "mat_parallaxmapsamplesmax", "50" ); BEGIN_VS_SHADER( ParallaxTest, "Help for ParallaxTest" ) BEGIN_SHADER_PARAMS SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "bump map" ) SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" ) END_SHADER_PARAMS SHADER_FALLBACK { return 0; } // Set up anything that is necessary to make decisions in SHADER_FALLBACK. SHADER_INIT_PARAMS() { } SHADER_INIT { LoadTexture( BASETEXTURE ); LoadTexture( BUMPMAP ); } SHADER_DRAW { SHADOW_STATE { unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_TANGENT_S | VERTEX_TANGENT_T; int numTexCoords = 1; pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 ); // base pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // normal + height pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); DECLARE_STATIC_VERTEX_SHADER( parallaxtest_vs30 ); SET_STATIC_VERTEX_SHADER( parallaxtest_vs30 ); DECLARE_STATIC_PIXEL_SHADER( parallaxtest_ps30 ); SET_STATIC_PIXEL_SHADER( parallaxtest_ps30 ); } DYNAMIC_STATE { // base texture BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_NONE, BASETEXTURE, FRAME ); // normal + height BindTexture( SHADER_SAMPLER1, TEXTURE_BINDFLAGS_NONE, BUMPMAP, BUMPFRAME ); DECLARE_DYNAMIC_VERTEX_SHADER( parallaxtest_vs30 ); SET_DYNAMIC_VERTEX_SHADER( parallaxtest_vs30 ); DECLARE_DYNAMIC_PIXEL_SHADER( parallaxtest_ps30 ); SET_DYNAMIC_PIXEL_SHADER( parallaxtest_ps30 ); Vector4D c0( mat_parallaxmapsamplesmin.GetFloat(), mat_parallaxmapsamplesmax.GetFloat(), 0.0f, 0.0f ); pShaderAPI->SetPixelShaderConstant( 0, c0.Base(), 1 ); } Draw(); } END_SHADER