Team Fortress 2 Source Code as on 22/4/2020
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//========= 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( DecalModulate, DecalModulate_DX6 )
BEGIN_SHADER( DecalModulate_dx6,
"Help for DecalModulate_dx6" )
BEGIN_SHADER_PARAMS
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
}
SHADER_INIT
{
LoadTexture( BASETEXTURE );
}
SHADER_DRAW
{
SHADOW_STATE
{
pShaderShadow->EnableAlphaTest( true );
pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GREATER, 0.0f );
pShaderShadow->EnableDepthWrites( false );
pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DECAL );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableBlending( true );
pShaderShadow->BlendFunc( SHADER_BLEND_DST_COLOR, SHADER_BLEND_SRC_COLOR );
pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 );
FogToGrey();
}
DYNAMIC_STATE
{
// This is kinda gross. We really don't want to render anything here for the flashlight
// pass since we are multiplying by what is already flashlight lit in the framebuffer.
// There is no easy way to draw nothing conditionally, so I'll bind grey and multiply
// which shouldn't change the contents of the framebuffer much.
if( pShaderAPI->InFlashlightMode() )
{
pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY );
}
else
{
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
}
}
Draw( );
}
END_SHADER