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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#include "BaseVSShader.h"
#include "waterdudv_vs11.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
BEGIN_VS_SHADER( Water_DuDv, "Help for Water_DuDv" )
BEGIN_SHADER_PARAMS SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "", "dudv bump map" ) SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" ) SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" ) SHADER_PARAM( REFRACTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "0", "" ) SHADER_PARAM( REFRACTTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "refraction tint" ) END_SHADER_PARAMS
SHADER_INIT_PARAMS() { }
SHADER_FALLBACK { return 0; }
SHADER_INIT { if ( params[BUMPMAP]->IsDefined() ) { LoadTexture( BUMPMAP ); } if( !params[REFRACTTINT]->IsDefined() ) { params[REFRACTTINT]->SetVecValue( 1.0f, 1.0f, 1.0f ); } }
SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableAlphaWrites( true ); pShaderShadow->EnableColorWrites( true ); pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE0, true ); int fmt = VERTEX_POSITION | VERTEX_NORMAL; pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0, 0 );
pShaderShadow->SetVertexShader( "WaterDuDv_vs11", 0 ); pShaderShadow->SetPixelShader( "WaterDuDv_ps11", 0 ); DisableFog(); } DYNAMIC_STATE { waterdudv_vs11_Dynamic_Index vshIndex; vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); vshIndex.SetDOFOG( pShaderAPI->GetSceneFogMode() != MATERIAL_FOG_NONE ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, BUMPTRANSFORM );
Vector4D vec; const float *pTint = params[REFRACTTINT]->GetVecValue(); float flAverage = ( pTint[0] + pTint[1] + pTint[2] ) / 3.0f; vec.Init( flAverage, flAverage, flAverage, 1.0f ); pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, vec.Base() ); // Amount to refract
SetPixelShaderConstant( 0, REFRACTAMOUNT );
// Used to renormalize
vec.Init( 1.0f, 1.0f, 1.0f, 1.0f ); pShaderAPI->SetPixelShaderConstant( 1, vec.Base() );
// Used to deal with the red channel
vec.Init( 0.0f, 1.0f, 1.0f, 1.0f ); pShaderAPI->SetPixelShaderConstant( 2, vec.Base() );
vec.Init( 1.0f, 0.0f, 0.0f, 0.0f ); pShaderAPI->SetPixelShaderConstant( 3, vec.Base() );
BindTexture( SHADER_TEXTURE_STAGE0, BUMPMAP, BUMPFRAME ); } Draw(); } END_SHADER
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