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95 lines
2.7 KiB
95 lines
2.7 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//===========================================================================//
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#include "BaseVSShader.h"
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#include "waterdudv_vs11.inc"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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BEGIN_VS_SHADER( Water_DuDv, "Help for Water_DuDv" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "", "dudv bump map" )
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SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" )
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SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" )
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SHADER_PARAM( REFRACTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "0", "" )
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SHADER_PARAM( REFRACTTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "refraction tint" )
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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}
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SHADER_FALLBACK
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{
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return 0;
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}
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SHADER_INIT
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{
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if ( params[BUMPMAP]->IsDefined() )
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{
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LoadTexture( BUMPMAP );
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}
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if( !params[REFRACTTINT]->IsDefined() )
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{
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params[REFRACTTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
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}
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}
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SHADER_DRAW
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{
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SHADOW_STATE
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{
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pShaderShadow->EnableAlphaWrites( true );
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pShaderShadow->EnableColorWrites( true );
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pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE0, true );
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int fmt = VERTEX_POSITION | VERTEX_NORMAL;
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pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0, 0 );
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pShaderShadow->SetVertexShader( "WaterDuDv_vs11", 0 );
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pShaderShadow->SetPixelShader( "WaterDuDv_ps11", 0 );
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DisableFog();
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}
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DYNAMIC_STATE
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{
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waterdudv_vs11_Dynamic_Index vshIndex;
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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vshIndex.SetDOFOG( pShaderAPI->GetSceneFogMode() != MATERIAL_FOG_NONE );
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
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SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, BUMPTRANSFORM );
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Vector4D vec;
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const float *pTint = params[REFRACTTINT]->GetVecValue();
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float flAverage = ( pTint[0] + pTint[1] + pTint[2] ) / 3.0f;
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vec.Init( flAverage, flAverage, flAverage, 1.0f );
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, vec.Base() );
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// Amount to refract
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SetPixelShaderConstant( 0, REFRACTAMOUNT );
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// Used to renormalize
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vec.Init( 1.0f, 1.0f, 1.0f, 1.0f );
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pShaderAPI->SetPixelShaderConstant( 1, vec.Base() );
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// Used to deal with the red channel
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vec.Init( 0.0f, 1.0f, 1.0f, 1.0f );
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pShaderAPI->SetPixelShaderConstant( 2, vec.Base() );
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vec.Init( 1.0f, 0.0f, 0.0f, 0.0f );
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pShaderAPI->SetPixelShaderConstant( 3, vec.Base() );
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BindTexture( SHADER_TEXTURE_STAGE0, BUMPMAP, BUMPFRAME );
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}
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Draw();
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}
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END_SHADER
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