Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "decalmodulate_vs11.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( DecalModulate, DecalModulate_DX8 )
BEGIN_VS_SHADER( DecalModulate_DX8, "" )
BEGIN_SHADER_PARAMS
END_SHADER_PARAMS
SHADER_FALLBACK
{
if ( IsPC() && g_pHardwareConfig->GetDXSupportLevel() < 80 )
return "DecalModulate_DX6";
return 0;
}
SHADER_INIT_PARAMS()
{
SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
}
SHADER_INIT
{
LoadTexture( BASETEXTURE );
}
SHADER_DRAW
{
SHADOW_STATE
{
pShaderShadow->EnableAlphaTest( true );
pShaderShadow->EnableDepthWrites( false );
pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DECAL );
pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE0, true );
pShaderShadow->EnableBlending( true );
pShaderShadow->BlendFunc( SHADER_BLEND_DST_COLOR, SHADER_BLEND_SRC_COLOR );
FogToGrey();
decalmodulate_vs11_Static_Index vshIndex;
s_pShaderShadow->SetVertexShader( "decalmodulate_vs11", vshIndex.GetIndex() );
s_pShaderShadow->SetPixelShader( "decalmodulate_ps11", 0 );
pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0, 0 );
}
DYNAMIC_STATE
{
if ( pShaderAPI->InFlashlightMode() )
{
// Don't draw anything for the flashlight pass
Draw( false );
return;
}
BindTexture( SHADER_TEXTURE_STAGE0, BASETEXTURE, FRAME );
// Set an identity base texture transformation
Vector4D transformation[2];
transformation[0].Init( 1.0f, 0.0f, 0.0f, 0.0f );
transformation[1].Init( 0.0f, 1.0f, 0.0f, 0.0f );
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, transformation[0].Base(), 2 );
MaterialFogMode_t fogType = s_pShaderAPI->GetSceneFogMode();
int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0;
decalmodulate_vs11_Dynamic_Index vshIndex;
vshIndex.SetDOWATERFOG( fogIndex );
vshIndex.SetSKINNING( 0 );
s_pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
}
Draw();
}
END_SHADER