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//========= Copyright Valve Corporation, All rights reserved. ============//
#include "BaseVSShader.h"
#include "volume_clouds_helper.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( VolumeClouds, VolumeClouds_dx9 ) BEGIN_VS_SHADER( VolumeClouds_dx9, "VolumeClouds" ) BEGIN_SHADER_PARAMS SHADER_PARAM( REFRACTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "2", "" ) SHADER_PARAM( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Texture 1" ) SHADER_PARAM( BASETEXTURE2, SHADER_PARAM_TYPE_TEXTURE, "", "Texture 2" ) SHADER_PARAM( BASETEXTURE3, SHADER_PARAM_TYPE_TEXTURE, "", "Texture 3" ) SHADER_PARAM( TIME, SHADER_PARAM_TYPE_FLOAT, "0.0", "Needs CurrentTime Proxy" ) END_SHADER_PARAMS
void SetupVarsVolumeClouds( VolumeCloudsVars_t &info ) { info.m_nRefractAmount = REFRACTAMOUNT; info.m_nTexture1 = BASETEXTURE; info.m_nTexture2 = BASETEXTURE2; info.m_nTexture3 = BASETEXTURE3; info.m_nTime = TIME; }
SHADER_INIT_PARAMS() { VolumeCloudsVars_t info; SetupVarsVolumeClouds( info ); InitParamsVolumeClouds( this, params, pMaterialName, info ); }
SHADER_FALLBACK { if ( g_pHardwareConfig->GetDXSupportLevel() < 90 ) { // Fallback to unlit generic
return "UnlitGeneric_DX8"; }
return 0; }
SHADER_INIT { VolumeCloudsVars_t info; SetupVarsVolumeClouds( info ); InitVolumeClouds( this, params, info ); }
SHADER_DRAW { VolumeCloudsVars_t info; SetupVarsVolumeClouds( info ); DrawVolumeClouds( this, params, pShaderAPI, pShaderShadow, info, vertexCompression ); } END_SHADER
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