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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "cloud_vs11.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
BEGIN_VS_SHADER( Cloud_dx8, "Help for Cloud" )
BEGIN_SHADER_PARAMS SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/cloud", "cloud texture", 0 ) SHADER_PARAM( CLOUDALPHATEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/cloudalpha", "cloud alpha texture" ) SHADER_PARAM( CLOUDSCALE, SHADER_PARAM_TYPE_VEC2, "[1 1]", "cloudscale" ) SHADER_PARAM( MASKSCALE, SHADER_PARAM_TYPE_VEC2, "[1 1]", "maskscale" ) END_SHADER_PARAMS
SHADER_INIT { LoadTexture( BASETEXTURE, TEXTUREFLAGS_SRGB ); LoadTexture( CLOUDALPHATEXTURE, TEXTUREFLAGS_SRGB ); if ( !params[CLOUDSCALE]->IsDefined() ) { params[CLOUDSCALE]->SetVecValue( 1.0f, 1.0f ); } if ( !params[MASKSCALE]->IsDefined() ) { params[MASKSCALE]->SetVecValue( 1.0f, 1.0f ); } }
SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnableBlending( true ); if ( IS_FLAG_SET( MATERIAL_VAR_ADDITIVE ) ) { pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); } else { pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); } pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 2, 0, 0 );
cloud_vs11_Static_Index vshIndex; pShaderShadow->SetVertexShader( "cloud_vs11", vshIndex.GetIndex() ); pShaderShadow->SetPixelShader( "cloud_ps11" );
DefaultFog(); }
DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); BindTexture( SHADER_SAMPLER1, CLOUDALPHATEXTURE );
// handle scrolling of base texture
SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM, CLOUDSCALE ); SetVertexShaderTextureScale( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, MASKSCALE );
pShaderAPI->SetVertexShaderIndex( 0 ); } Draw(); } END_SHADER
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