Counter Strike : Global Offensive Source Code
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//========= 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