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