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86 lines
2.2 KiB
86 lines
2.2 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 "decalmodulate_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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DEFINE_FALLBACK_SHADER( DecalModulate, DecalModulate_DX8 )
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BEGIN_VS_SHADER( DecalModulate_DX8, "" )
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BEGIN_SHADER_PARAMS
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END_SHADER_PARAMS
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SHADER_FALLBACK
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{
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if ( IsPC() && g_pHardwareConfig->GetDXSupportLevel() < 80 )
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return "DecalModulate_DX6";
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return 0;
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}
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SHADER_INIT_PARAMS()
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{
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SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
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}
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SHADER_INIT
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{
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LoadTexture( BASETEXTURE );
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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->EnableAlphaTest( true );
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pShaderShadow->EnableDepthWrites( false );
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pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DECAL );
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pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE0, true );
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pShaderShadow->EnableBlending( true );
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pShaderShadow->BlendFunc( SHADER_BLEND_DST_COLOR, SHADER_BLEND_SRC_COLOR );
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FogToGrey();
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decalmodulate_vs11_Static_Index vshIndex;
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s_pShaderShadow->SetVertexShader( "decalmodulate_vs11", vshIndex.GetIndex() );
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s_pShaderShadow->SetPixelShader( "decalmodulate_ps11", 0 );
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pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0, 0 );
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}
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DYNAMIC_STATE
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{
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if ( pShaderAPI->InFlashlightMode() )
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{
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// Don't draw anything for the flashlight pass
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Draw( false );
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return;
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}
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BindTexture( SHADER_TEXTURE_STAGE0, BASETEXTURE, FRAME );
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// Set an identity base texture transformation
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Vector4D transformation[2];
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transformation[0].Init( 1.0f, 0.0f, 0.0f, 0.0f );
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transformation[1].Init( 0.0f, 1.0f, 0.0f, 0.0f );
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, transformation[0].Base(), 2 );
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MaterialFogMode_t fogType = s_pShaderAPI->GetSceneFogMode();
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int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0;
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decalmodulate_vs11_Dynamic_Index vshIndex;
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vshIndex.SetDOWATERFOG( fogIndex );
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vshIndex.SetSKINNING( 0 );
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s_pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
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}
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Draw();
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}
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END_SHADER
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