Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "BaseVSShader.h"
#include "windowimposter_vs11.inc"
#include "windowimposter_ps11.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( WindowImposter, WindowImposter_DX80 )
BEGIN_VS_SHADER( WindowImposter_DX80,
"Help for WindowImposter_DX80" )
BEGIN_SHADER_PARAMS
SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" )
END_SHADER_PARAMS
// Set up anything that is necessary to make decisions in SHADER_FALLBACK.
SHADER_INIT_PARAMS()
{
}
SHADER_FALLBACK
{
if ( IsPC() && g_pHardwareConfig->GetDXSupportLevel() < 80)
return "WindowImposter_DX60";
return NULL;
}
SHADER_INIT
{
LoadCubeMap( ENVMAP );
}
SHADER_DRAW
{
SHADOW_STATE
{
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
windowimposter_vs11_Static_Index vshIndex;
pShaderShadow->SetVertexShader( "windowimposter_vs11", vshIndex.GetIndex() );
pShaderShadow->SetPixelShader("windowimposter_ps11");
pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 );
pShaderShadow->EnableBlending( true );
pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
pShaderShadow->EnableDepthWrites( false );
FogToFogColor();
}
DYNAMIC_STATE
{
windowimposter_vs11_Dynamic_Index vshIndex;
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
BindTexture( SHADER_SAMPLER0, ENVMAP, -1 );
SetModulationVertexShaderDynamicState();
}
Draw();
}
END_SHADER