//========= 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