Counter Strike : Global Offensive Source Code
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//========= Copyright (c) 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "shaderlib/CShader.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
BEGIN_SHADER( Cloud,
"Help for Cloud" )
BEGIN_SHADER_PARAMS
SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/cloud", "cloud texture", 0 )
SHADER_PARAM( CLOUDALPHATEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/cloudalpha", "cloud alpha texture" )
SHADER_PARAM( CLOUDSCALE, SHADER_PARAM_TYPE_VEC2, "[1 1]", "cloudscale" )
SHADER_PARAM( MASKSCALE, SHADER_PARAM_TYPE_VEC2, "[1 1]", "maskscale" )
END_SHADER_PARAMS
SHADER_INIT
{
LoadTexture( BASETEXTURE );
LoadTexture( CLOUDALPHATEXTURE );
if( !params[CLOUDSCALE]->IsDefined() )
{
params[CLOUDSCALE]->SetVecValue( 1.0f, 1.0f );
}
if( !params[MASKSCALE]->IsDefined() )
{
params[MASKSCALE]->SetVecValue( 1.0f, 1.0f );
}
}
SHADER_DRAW
{
if( g_pHardwareConfig->GetSamplerCount() >= 2 )
{
SHADOW_STATE
{
pShaderShadow->EnableDepthWrites( false );
pShaderShadow->EnableBlending( true );
if ( IS_FLAG_SET( MATERIAL_VAR_ADDITIVE ) )
{
pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
}
else
{
pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
}
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
pShaderShadow->DrawFlags( SHADER_DRAW_POSITION |
SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_TEXCOORD1 );
DefaultFog();
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER0, false, BASETEXTURE, FRAME );
BindTexture( SHADER_SAMPLER1, false, CLOUDALPHATEXTURE );
// handle scrolling of base texture
SetFixedFunctionTextureScaledTransform( MATERIAL_TEXTURE0,
BASETEXTURETRANSFORM, CLOUDSCALE );
SetFixedFunctionTextureScale( MATERIAL_TEXTURE1, MASKSCALE );
}
Draw();
}
else
{
ShaderWarning("Cloud not supported for single-texturing boards!\n");
}
}
END_SHADER