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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "jellyfish.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
BEGIN_VS_SHADER( JellyFish, "Help for JellyFish" ) BEGIN_SHADER_PARAMS SHADER_PARAM( GRADIENTTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "1D texture for silhouette glowy bits" ) SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/cubemap", "envmap" ) SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmaptint" ) SHADER_PARAM( PULSERATE, SHADER_PARAM_TYPE_FLOAT, "1", "blah" ) END_SHADER_PARAMS
SHADER_INIT_PARAMS() { SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); }
SHADER_INIT { LoadTexture( GRADIENTTEXTURE ); LoadTexture( BASETEXTURE ); if( params[ENVMAP]->IsDefined() ) { LoadCubeMap( ENVMAP ); } if( !params[ENVMAPTINT]->IsDefined() ) { params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f ); } if( !params[PULSERATE]->IsDefined() ) { params[PULSERATE]->SetFloatValue( 0.0f ); } }
SHADER_DRAW { // fixme
if( !g_pHardwareConfig->SupportsVertexAndPixelShaders() ) { return; }
SHADOW_STATE { pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnableBlending( true ); pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION | VERTEX_NORMAL, 1, 0, 0 ); jellyfish_Static_Index vshIndex; pShaderShadow->SetVertexShader( "JellyFish", vshIndex.GetIndex() ); pShaderShadow->SetPixelShader( "JellyFish" ); FogToBlack(); } DYNAMIC_STATE { float time[4]; time[0] = pShaderAPI->CurrentTime() * params[PULSERATE]->GetFloatValue(); BindTexture( SHADER_SAMPLER0, GRADIENTTEXTURE ); BindTexture( SHADER_SAMPLER1, BASETEXTURE ); pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_5, time, 1 ); LoadViewMatrixIntoVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0 );
jellyfish_Dynamic_Index vshIndex; vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); } Draw();
if( params[ENVMAP]->IsTexture() ) { SHADOW_STATE { SetInitialShadowState( ); pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnableBlending( true ); pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->TexGen( SHADER_TEXTURE_STAGE0, SHADER_TEXGENPARAM_CAMERASPACEREFLECTIONVECTOR ); pShaderShadow->EnableTexGen( SHADER_TEXTURE_STAGE0, true ); pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_NORMAL ); pShaderShadow->EnableConstantColor( true ); FogToFogColor(); } DYNAMIC_STATE { SetColorState( ENVMAPTINT ); LoadCameraToWorldTransform( MATERIAL_TEXTURE0 ); BindTexture( SHADER_SAMPLER0, ENVMAP ); } Draw(); } } END_SHADER
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