//===== Copyright 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#include "BaseVSShader.h"
#include "waterfirstpass_vs11.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
BEGIN_VS_SHADER( Water_FirstPass, "Help for WaterFistPass" )
BEGIN_SHADER_PARAMS
SHADER_PARAM( NORMALMAP, SHADER_PARAM_TYPE_TEXTURE, "", "normal map" )
SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" )
SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" )
SHADER_PARAM( CHEAPWATERSTARTDISTANCE, SHADER_PARAM_TYPE_FLOAT, "", "This is the distance from the eye in inches that the shader should start transitioning to a cheaper water shader." )
SHADER_PARAM( CHEAPWATERENDDISTANCE, SHADER_PARAM_TYPE_FLOAT, "", "This is the distance from the eye in inches that the shader should finish transitioning to a cheaper water shader." )
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
if( !params[CHEAPWATERSTARTDISTANCE]->IsDefined() )
{
params[CHEAPWATERSTARTDISTANCE]->SetFloatValue( 500.0f );
}
if( !params[CHEAPWATERENDDISTANCE]->IsDefined() )
{
params[CHEAPWATERENDDISTANCE]->SetFloatValue( 1000.0f );
}
}
SHADER_FALLBACK
{
return 0;
}
SHADER_INIT
{
if (params[NORMALMAP]->IsDefined() )
{
LoadBumpMap( NORMALMAP );
}
}
inline void SetCheapWaterFactors( IMaterialVar **params, IShaderDynamicAPI* pShaderAPI, int nConstantReg )
{
float flCheapWaterStartDistance = params[CHEAPWATERSTARTDISTANCE]->GetFloatValue();
float flCheapWaterEndDistance = params[CHEAPWATERENDDISTANCE]->GetFloatValue();
float flCheapWaterConstants[4] =
{
flCheapWaterStartDistance,
1.0f / ( flCheapWaterEndDistance - flCheapWaterStartDistance ),
0.0f,
0.0f
};
pShaderAPI->SetVertexShaderConstant( nConstantReg, flCheapWaterConstants );
}
SHADER_DRAW
{
SHADOW_STATE
{
pShaderShadow->EnableAlphaWrites( true );
pShaderShadow->EnableColorWrites( false );
pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE0, true );
pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE1, true );
int fmt = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_TANGENT_S | VERTEX_TANGENT_T;
pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0, 0 );
pShaderShadow->SetVertexShader( "WaterFirstPass_vs11", 0 );
pShaderShadow->SetPixelShader( "WaterFirstPass_ps11", 0 );
DisableFog();
}
DYNAMIC_STATE
{
waterfirstpass_vs11_Dynamic_Index vshIndex;
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
BindTexture( SHADER_TEXTURE_STAGE0, NORMALMAP, BUMPFRAME );
pShaderAPI->BindNormalizationCubeMap( SHADER_TEXTURE_STAGE1 );
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, BUMPTRANSFORM );
SetCheapWaterFactors( params, pShaderAPI, VERTEX_SHADER_SHADER_SPECIFIC_CONST_3 );
}
Draw();
}
END_SHADER
# |
Change |
User |
Description |
Committed |
|
#1
|
5817 |
Knut Wikstrom |
Added base Valve SDK code to start modding. |
|
|