//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "unlittwotexture.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
BEGIN_VS_SHADER( UnlitTwoTexture,
"Help for UnlitTwoTexture" )
BEGIN_SHADER_PARAMS
SHADER_PARAM( TEXTURE2, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "second texture" )
SHADER_PARAM( FRAME2, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $texture2" )
SHADER_PARAM( TEXTURE2TRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$texture2 texcoord transform" )
END_SHADER_PARAMS
SHADER_FALLBACK
{
if ( IsPC() && !g_pHardwareConfig->SupportsVertexAndPixelShaders())
{
return "UnlitTwoTexture_DX6";
}
return 0;
}
SHADER_INIT
{
if (params[BASETEXTURE]->IsDefined())
LoadTexture( BASETEXTURE );
if (params[TEXTURE2]->IsDefined())
LoadTexture( TEXTURE2 );
}
SHADER_DRAW
{
SHADOW_STATE
{
pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE0, true );
pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE1, true );
// Either we've got a constant modulation
bool isTranslucent = IsAlphaModulating();
// Or we've got a texture alpha on either texture
isTranslucent = isTranslucent || TextureIsTranslucent( BASETEXTURE, true ) ||
TextureIsTranslucent( TEXTURE2, true );
if ( isTranslucent )
{
if ( IS_FLAG_SET(MATERIAL_VAR_ADDITIVE) )
{
EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE );
}
else
{
EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
}
}
else
{
if ( IS_FLAG_SET(MATERIAL_VAR_ADDITIVE) )
{
EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
}
else
{
DisableAlphaBlending( );
}
}
int fmt = VERTEX_POSITION | VERTEX_NORMAL;
bool bDoSkin = IS_FLAG_SET(MATERIAL_VAR_MODEL);
if (bDoSkin)
{
fmt |= VERTEX_BONE_INDEX;
}
if (IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ))
{
fmt |= VERTEX_COLOR;
}
pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, bDoSkin ? 3 : 0, 0 );
unlittwotexture_Static_Index vshIndex;
pShaderShadow->SetVertexShader( "UnlitTwoTexture", vshIndex.GetIndex() );
pShaderShadow->SetPixelShader( "UnlitTwoTexture" );
DefaultFog();
}
DYNAMIC_STATE
{
BindTexture( SHADER_TEXTURE_STAGE0, BASETEXTURE, FRAME );
BindTexture( SHADER_TEXTURE_STAGE1, TEXTURE2, FRAME2 );
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, TEXTURE2TRANSFORM );
SetModulationVertexShaderDynamicState();
unlittwotexture_Dynamic_Index vshIndex;
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
#if !defined( _XBOX )
vshIndex.SetNUM_BONES( pShaderAPI->GetCurrentNumBones() );
#else
vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 );
#endif
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
}
Draw();
}
END_SHADER
# |
Change |
User |
Description |
Committed |
|
#1
|
5817 |
Knut Wikstrom |
Added base Valve SDK code to start modding. |
|
|