//========= 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