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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "cpp_shader_constant_register_map.h"
BEGIN_VS_SHADER( Bik_dx81, "Help for Bik_dx81" ) BEGIN_SHADER_PARAMS SHADER_PARAM( YTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Y Bink Texture" ) // SHADER_PARAM( ATEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "A Bink Texture" )
SHADER_PARAM( CRTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Cr Bink Texture" ) SHADER_PARAM( CBTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Cb Bink Texture" ) END_SHADER_PARAMS
SHADER_INIT_PARAMS() { }
SHADER_FALLBACK { if ( g_pHardwareConfig->GetDXSupportLevel() < 81 ) { return "bik_dx80"; } return 0; }
SHADER_INIT { if ( params[YTEXTURE]->IsDefined() ) { LoadTexture( YTEXTURE ); } // if ( params[ATEXTURE]->IsDefined() )
// {
// LoadTexture( ATEXTURE );
// }
if ( params[CRTEXTURE]->IsDefined() ) { LoadTexture( CRTEXTURE ); } if ( params[CBTEXTURE]->IsDefined() ) { LoadTexture( CBTEXTURE ); } }
SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // we don't do alpha for these on dx8
// pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
unsigned int flags = VERTEX_POSITION; int numTexCoords = 1; pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 );
pShaderShadow->SetVertexShader( "bik_vs11", 0 ); pShaderShadow->SetPixelShader( "bik_ps14", 0 ); } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, YTEXTURE, FRAME ); BindTexture( SHADER_SAMPLER1, CRTEXTURE, FRAME ); BindTexture( SHADER_SAMPLER2, CBTEXTURE, FRAME ); // we don't do alpha for these on dx8
// BindTexture( SHADER_SAMPLER3, ATEXTURE, FRAME );
pShaderAPI->SetVertexShaderIndex( 0 ); pShaderAPI->SetPixelShaderIndex( 0 );
// We need the view matrix
LoadViewMatrixIntoVertexShaderConstant( VERTEX_SHADER_VIEWMODEL ); } Draw( ); } END_SHADER
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