//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $Header: $ // $NoKeywords: $ //=============================================================================// #include "BaseVSShader.h" BEGIN_VS_SHADER( UnlitGeneric, "Help for UnlitGeneric" ) BEGIN_SHADER_PARAMS SHADER_PARAM( BRIGHTNESS, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "HDR brightness texture" ) SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "detail texture" ) SHADER_PARAM( DETAILFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $detail" ) SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "4", "scale of the detail texture" ) SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" ) SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "envmap frame number" ) SHADER_PARAM( ENVMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_envmask", "envmap mask" ) SHADER_PARAM( ENVMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" ) SHADER_PARAM( ENVMAPMASKTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$envmapmask texcoord transform" ) SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" ) SHADER_PARAM( ENVMAPCONTRAST, SHADER_PARAM_TYPE_FLOAT, "0.0", "contrast 0 == normal 1 == color*color" ) SHADER_PARAM( ENVMAPSATURATION, SHADER_PARAM_TYPE_FLOAT, "1.0", "saturation 0 == greyscale 1 == normal" ) END_SHADER_PARAMS SHADER_FALLBACK { if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ) { return "UnlitGeneric_DX9"; } return 0; } SHADER_INIT_PARAMS() { InitParamsUnlitGeneric_DX9( BASETEXTURE, FRAME, BASETEXTURETRANSFORM, DETAIL, DETAILFRAME, DETAILSCALE, ENVMAP, ENVMAPFRAME, ENVMAPMASK, ENVMAPMASKFRAME, ENVMAPMASKTRANSFORM, ENVMAPTINT, ENVMAPCONTRAST, ENVMAPSATURATION ); } SHADER_INIT { InitUnlitGeneric_HDR( BASETEXTURE, FRAME, BASETEXTURETRANSFORM, BRIGHTNESS, DETAIL, DETAILFRAME, DETAILSCALE, ENVMAP, ENVMAPFRAME, ENVMAPMASK, ENVMAPMASKFRAME, ENVMAPMASKTRANSFORM, ENVMAPTINT, ENVMAPCONTRAST, ENVMAPSATURATION ); } SHADER_DRAW { DrawUnlitGeneric_HDR( BASETEXTURE, FRAME, BASETEXTURETRANSFORM, BRIGHTNESS, DETAIL, DETAILFRAME, DETAILSCALE, ENVMAP, ENVMAPFRAME, ENVMAPMASK, ENVMAPMASKFRAME, ENVMAPMASKTRANSFORM, ENVMAPTINT, ENVMAPCONTRAST, ENVMAPSATURATION ); } END_SHADER
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 5821 | Knut Wikstrom |
Added Valve Source code. This is NOT to be commited to other than new code from Valve. |