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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "shaderlib/cshader.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
BEGIN_SHADER_FLAGS( Decal, "Help for Decal", SHADER_NOT_EDITABLE ) BEGIN_SHADER_PARAMS END_SHADER_PARAMS SHADER_INIT_PARAMS() { SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); }
SHADER_INIT { LoadTexture( BASETEXTURE ); }
SHADER_DRAW { // vertex alpha 0 = mod2x, vertex alpha 1 = src_alpha,1-src_alpha
// need to set constant color to grey
SHADOW_STATE { // common stuff
pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DECAL ); pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); pShaderShadow->EnableBlending( true ); } // MOD2X pass
SHADOW_STATE { pShaderShadow->EnableCustomPixelPipe( true ); pShaderShadow->CustomTextureStages( 2 );
// color = texture
// alpha = vertexalpha
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_SELECTARG1, SHADER_TEXARG_TEXTURE, SHADER_TEXARG_NONE ); pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1, SHADER_TEXARG_SPECULARCOLOR, SHADER_TEXARG_NONE );
// color = texture
// alpha = blend
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1, SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_BLEND_PREVIOUSSTAGEALPHA, SHADER_TEXARG_CONSTANTCOLOR, SHADER_TEXARG_PREVIOUSSTAGE );
pShaderShadow->BlendFunc( SHADER_BLEND_DST_COLOR, SHADER_BLEND_SRC_COLOR ); FogToGrey();
pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_SPECULAR | SHADER_DRAW_LIGHTMAP_TEXCOORD1 ); } DYNAMIC_STATE { pShaderAPI->Color3f( 0.5f, 0.5f, 0.5f ); BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP ); } Draw();
// srcalpha,1-srcalpha pass
SHADOW_STATE { pShaderShadow->EnableCustomPixelPipe( true ); pShaderShadow->CustomTextureStages( 2 );
// color = texture
// alpha = texture
if (IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR )) { pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATE, SHADER_TEXARG_TEXTURE, SHADER_TEXARG_VERTEXCOLOR ); } else { pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_SELECTARG1, SHADER_TEXARG_TEXTURE, SHADER_TEXARG_NONE ); }
if( IS_FLAG_SET( MATERIAL_VAR_VERTEXALPHA ) ) { pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_MODULATE, SHADER_TEXARG_TEXTURE, SHADER_TEXARG_VERTEXCOLOR ); } else { pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1, SHADER_TEXARG_TEXTURE, SHADER_TEXARG_NONE ); }
// color = texture [* vertex color] * lightmap color
// alpha = texture alpha [* vertex alpha] * specular alpha
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1, SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATE2X, SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_TEXTURE ); pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1, SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_MODULATE, SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_SPECULARCOLOR );
pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); FogToFogColor(); } DYNAMIC_STATE { SetColorState( COLOR ); } Draw(); } END_SHADER
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