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102 lines
2.8 KiB
102 lines
2.8 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 "rift_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( Rift_DX8,
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"Help for Rift_DX8" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( TEXTURE2, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "second texture" )
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SHADER_PARAM( FRAME2, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $texture2" )
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SHADER_PARAM( TEXTURE2TRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$texture2 texcoord transform" )
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
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}
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SHADER_INIT
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{
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if (params[BASETEXTURE]->IsDefined())
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{
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LoadTexture( BASETEXTURE );
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}
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if (params[TEXTURE2]->IsDefined())
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{
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LoadTexture( TEXTURE2 );
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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->EnableTexture( SHADER_TEXTURE_STAGE0, true );
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pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE1, true );
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// Either we've got a constant modulation
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bool isTranslucent = IsAlphaModulating();
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// Or we've got a texture alpha on either texture
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isTranslucent = isTranslucent || TextureIsTranslucent( BASETEXTURE, true ) ||
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TextureIsTranslucent( TEXTURE2, true );
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if ( isTranslucent )
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{
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if ( IS_FLAG_SET(MATERIAL_VAR_ADDITIVE) )
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{
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EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE );
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}
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else
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{
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EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
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}
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}
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else
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{
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if ( IS_FLAG_SET(MATERIAL_VAR_ADDITIVE) )
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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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int fmt = VERTEX_POSITION;
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pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
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pShaderShadow->SetVertexShader( "rift_vs11", 0 );
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pShaderShadow->SetPixelShader( "rift_ps11", 0 );
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DefaultFog();
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}
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DYNAMIC_STATE
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{
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BindTexture( SHADER_TEXTURE_STAGE0, BASETEXTURE, FRAME );
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pShaderAPI->SetTextureTransformDimension( 0, 3, true );
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BindTexture( SHADER_TEXTURE_STAGE1, TEXTURE2, FRAME2 );
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SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, TEXTURE2TRANSFORM );
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// used to invert y
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float c[4] = { 0.0f, 0.0f, 0.0f, -1.0f };
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, c, 1 );
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SetModulationPixelShaderDynamicState( 0 );
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rift_vs11_Dynamic_Index vshIndex;
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 );
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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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