|
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//===========================================================================//
#include "shaderlib/cshader.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( UnlitTwoTexture, UnlitTwoTexture_DX6 )
BEGIN_SHADER( UnlitTwoTexture_DX6, "Help for UnlitTwoTexture_DX6" ) BEGIN_SHADER_PARAMS SHADER_PARAM( TEXTURE2, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "second texture" ) SHADER_PARAM( FRAME2, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $texture2" ) SHADER_PARAM( TEXTURE2TRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$texture2 texcoord transform" ) END_SHADER_PARAMS
SHADER_INIT { if (params[BASETEXTURE]->IsDefined()) LoadTexture( BASETEXTURE ); if (params[TEXTURE2]->IsDefined()) LoadTexture( TEXTURE2 ); }
SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); SetModulationShadowState();
// Either we've got a constant modulation
bool isTranslucent = IsAlphaModulating();
// Or we've got a texture alpha on either texture
isTranslucent = isTranslucent || TextureIsTranslucent( BASETEXTURE, true ) || TextureIsTranslucent( TEXTURE2, true );
if ( isTranslucent ) { if ( IS_FLAG_SET(MATERIAL_VAR_ADDITIVE) ) { EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE ); } else { EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); } } else { if ( IS_FLAG_SET(MATERIAL_VAR_ADDITIVE) ) { EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); } else { DisableAlphaBlending( ); } }
pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_TEXCOORD1 ); DefaultFog(); } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); SetFixedFunctionTextureTransform( MATERIAL_TEXTURE0, BASETEXTURETRANSFORM ); BindTexture( SHADER_SAMPLER1, TEXTURE2, FRAME2 ); SetFixedFunctionTextureTransform( MATERIAL_TEXTURE1, TEXTURE2TRANSFORM ); SetModulationDynamicState(); } Draw(); } END_SHADER
|