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95 lines
2.4 KiB
95 lines
2.4 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Header: $
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// $NoKeywords: $
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//=============================================================================//
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#include "BaseVSShader.h"
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#include "cpp_shader_constant_register_map.h"
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BEGIN_VS_SHADER( Bik_dx80, "Help for Bik_dx80" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( YTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Y Bink Texture" )
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// SHADER_PARAM( ATEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "A Bink Texture" )
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SHADER_PARAM( CRTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Cr Bink Texture" )
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SHADER_PARAM( CBTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Cb Bink Texture" )
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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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if ( g_pHardwareConfig->GetDXSupportLevel() < 80 )
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{
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return "wireframe";
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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[YTEXTURE]->IsDefined() )
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{
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LoadTexture( YTEXTURE );
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}
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// if ( params[ATEXTURE]->IsDefined() )
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// {
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// LoadTexture( ATEXTURE );
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// }
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if ( params[CRTEXTURE]->IsDefined() )
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{
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LoadTexture( CRTEXTURE );
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}
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if ( params[CBTEXTURE]->IsDefined() )
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{
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LoadTexture( CBTEXTURE );
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}
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}
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SHADER_DRAW
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{
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int nPass;
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for( nPass = 0; nPass < 2; nPass++ )
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{
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SHADOW_STATE
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
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// we don't do alpha for these on dx8
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// pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
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unsigned int flags = VERTEX_POSITION;
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int numTexCoords = 1;
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pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 );
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pShaderShadow->SetVertexShader( "bik_vs11", 0 );
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pShaderShadow->SetPixelShader( "bik_ps11", 0 );
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if( nPass > 0 )
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{
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EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
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}
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}
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DYNAMIC_STATE
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{
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BindTexture( SHADER_SAMPLER0, YTEXTURE, FRAME );
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BindTexture( SHADER_SAMPLER1, CRTEXTURE, FRAME );
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BindTexture( SHADER_SAMPLER2, CBTEXTURE, FRAME );
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// we don't do alpha for these on dx8
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// BindTexture( SHADER_SAMPLER3, ATEXTURE, FRAME );
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pShaderAPI->SetVertexShaderIndex( 0 );
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pShaderAPI->SetPixelShaderIndex( nPass );
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// We need the view matrix
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LoadViewMatrixIntoVertexShaderConstant( VERTEX_SHADER_VIEWMODEL );
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}
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Draw( );
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}
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}
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END_SHADER
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