Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright 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"
// FIXME!! This version doesn't support vertexalpha to make it blend to white!!!
DEFINE_FALLBACK_SHADER( Modulate, Modulate_DX6 )
BEGIN_SHADER( Modulate_DX6, "Help for Modulate_DX6" )
BEGIN_SHADER_PARAMS SHADER_PARAM( WRITEZ, SHADER_PARAM_TYPE_BOOL, "0", "Forces z to be written if set" ) SHADER_PARAM( MOD2X, SHADER_PARAM_TYPE_BOOL, "0", "forces a 2x modulate so that you can brighten and darken things" ) END_SHADER_PARAMS
SHADER_INIT_PARAMS() { }
SHADER_INIT { if (params[BASETEXTURE]->IsDefined()) LoadTexture( BASETEXTURE ); }
SHADER_DRAW { bool bMod2X = params[MOD2X]->IsDefined() && params[MOD2X]->GetIntValue(); SHADOW_STATE { if( bMod2X ) { EnableAlphaBlending( SHADER_BLEND_DST_COLOR, SHADER_BLEND_SRC_COLOR ); } else { EnableAlphaBlending( SHADER_BLEND_DST_COLOR, SHADER_BLEND_ZERO ); }
if (params[WRITEZ]->GetIntValue() != 0) { // This overrides the disabling of depth writes performed in
// EnableAlphaBlending
pShaderShadow->EnableDepthWrites(true); }
pShaderShadow->EnableConstantColor( true );
int drawFlags = SHADER_DRAW_POSITION;
if (params[BASETEXTURE]->IsTexture()) { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); drawFlags |= SHADER_DRAW_TEXCOORD0; }
if (IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR)) { drawFlags |= SHADER_DRAW_COLOR; }
pShaderShadow->DrawFlags( drawFlags ); // We need to fog to *white* regardless of overbrighting...
if( bMod2X ) { FogToGrey(); } else { FogToOOOverbright(); } } DYNAMIC_STATE { if (params[BASETEXTURE]->IsTexture()) { BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); SetFixedFunctionTextureTransform( MATERIAL_TEXTURE0, BASETEXTURETRANSFORM ); }
// The constant color is the modulation color...
SetColorState( COLOR );
} Draw( ); } END_SHADER
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