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 "jellyfish.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
BEGIN_VS_SHADER( JellyFish,
"Help for JellyFish" )
BEGIN_SHADER_PARAMS
SHADER_PARAM( GRADIENTTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "1D texture for silhouette glowy bits" )
SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/cubemap", "envmap" )
SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmaptint" )
SHADER_PARAM( PULSERATE, SHADER_PARAM_TYPE_FLOAT, "1", "blah" )
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
}
SHADER_INIT
{
LoadTexture( GRADIENTTEXTURE );
LoadTexture( BASETEXTURE );
if( params[ENVMAP]->IsDefined() )
{
LoadCubeMap( ENVMAP );
}
if( !params[ENVMAPTINT]->IsDefined() )
{
params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
}
if( !params[PULSERATE]->IsDefined() )
{
params[PULSERATE]->SetFloatValue( 0.0f );
}
}
SHADER_DRAW
{
// fixme
if( !g_pHardwareConfig->SupportsVertexAndPixelShaders() )
{
return;
}
SHADOW_STATE
{
pShaderShadow->EnableDepthWrites( false );
pShaderShadow->EnableBlending( true );
pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
pShaderShadow->VertexShaderVertexFormat(
VERTEX_POSITION | VERTEX_NORMAL, 1, 0, 0 );
jellyfish_Static_Index vshIndex;
pShaderShadow->SetVertexShader( "JellyFish", vshIndex.GetIndex() );
pShaderShadow->SetPixelShader( "JellyFish" );
FogToBlack();
}
DYNAMIC_STATE
{
float time[4];
time[0] = pShaderAPI->CurrentTime() * params[PULSERATE]->GetFloatValue();
BindTexture( SHADER_SAMPLER0, GRADIENTTEXTURE );
BindTexture( SHADER_SAMPLER1, BASETEXTURE );
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_5, time, 1 );
LoadViewMatrixIntoVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0 );
jellyfish_Dynamic_Index vshIndex;
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 );
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
}
Draw();
if( params[ENVMAP]->IsTexture() )
{
SHADOW_STATE
{
SetInitialShadowState( );
pShaderShadow->EnableDepthWrites( false );
pShaderShadow->EnableBlending( true );
pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->TexGen( SHADER_TEXTURE_STAGE0, SHADER_TEXGENPARAM_CAMERASPACEREFLECTIONVECTOR );
pShaderShadow->EnableTexGen( SHADER_TEXTURE_STAGE0, true );
pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_NORMAL );
pShaderShadow->EnableConstantColor( true );
FogToFogColor();
}
DYNAMIC_STATE
{
SetColorState( ENVMAPTINT );
LoadCameraToWorldTransform( MATERIAL_TEXTURE0 );
BindTexture( SHADER_SAMPLER0, ENVMAP );
}
Draw();
}
}
END_SHADER