Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//===========================================================================//
#include "BaseVSShader.h"
#include "particlelitgeneric_dx9_helper.h"
BEGIN_VS_SHADER( ParticleLitGeneric_DX9, "Help for ParticleLitGeneric_DX9" ) BEGIN_SHADER_PARAMS SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "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" ) END_SHADER_PARAMS
void SetupVars( ParticleLitGeneric_DX9_Vars_t& info ) { info.m_nBaseTexture = BASETEXTURE; info.m_nBaseTextureFrame = FRAME; info.m_nBaseTextureTransform = BASETEXTURETRANSFORM; info.m_nBumpmap = BUMPMAP; info.m_nBumpFrame = BUMPFRAME; info.m_nBumpTransform = BUMPTRANSFORM; info.m_nAlphaTestReference = -1; info.m_nFlashlightTexture = FLASHLIGHTTEXTURE; info.m_nFlashlightTextureFrame = FLASHLIGHTTEXTUREFRAME; }
SHADER_INIT_PARAMS() { ParticleLitGeneric_DX9_Vars_t vars; SetupVars( vars ); // InitParamsParticleLitGeneric_DX9( this, params, pMaterialName, vars );
}
SHADER_FALLBACK { if (g_pHardwareConfig->GetDXSupportLevel() < 70) return "ParticleLitGeneric_DX6";
if (g_pHardwareConfig->GetDXSupportLevel() < 80) return "ParticleLitGeneric_DX7";
return "ParticleLitGeneric_DX8";
return 0; }
SHADER_INIT { ParticleLitGeneric_DX9_Vars_t vars; SetupVars( vars ); // InitParticleLitGeneric_DX9( this, params, vars );
}
SHADER_DRAW { ParticleLitGeneric_DX9_Vars_t vars; SetupVars( vars ); // DrawParticleLitGeneric_DX9( this, params, pShaderAPI, pShaderShadow, vars );
} END_SHADER
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