//===== Copyright 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#include "BaseVSShader.h"
#include "watersecondpass_vs11.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
BEGIN_VS_SHADER( Water_SecondPass, "Help for WaterSecondPass" )
BEGIN_SHADER_PARAMS
SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "", "dudv bump map" )
SHADER_PARAM( REFRACTTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "refraction texture" )
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
}
SHADER_FALLBACK
{
return 0;
}
SHADER_INIT
{
if( params[BUMPMAP]->IsDefined() )
{
LoadTexture( BUMPMAP );
}
if( params[REFRACTTEXTURE]->IsDefined() )
{
LoadTexture( REFRACTTEXTURE );
}
}
SHADER_DRAW
{
SHADOW_STATE
{
pShaderShadow->EnableAlphaWrites( false );
pShaderShadow->EnableColorWrites( true );
pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_ALWAYS );
pShaderShadow->EnableDepthWrites( false );
pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE0, true );
pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE1, true );
pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0, 0 );
pShaderShadow->SetVertexShader( "WaterSecondPass_vs11", 0 );
pShaderShadow->SetPixelShader( "WaterSecondPass_ps11", 0 );
DisableFog();
}
DYNAMIC_STATE
{
ITexture *pTexture = params[BUMPMAP]->GetTextureValue();
int w = pTexture->GetActualWidth();
int h = pTexture->GetActualHeight();
pShaderAPI->SetBumpEnvMatrix( 1, 16.0f / (float)w, 0.0f, 0.0f, 16.0f /(float)h );
BindTexture( SHADER_TEXTURE_STAGE0, BUMPMAP, 0 );
BindTexture( SHADER_TEXTURE_STAGE1, REFRACTTEXTURE, 0 );
SetWaterFogColorPixelShaderConstantGamma( 0 );
Vector4D vec( 1.0f, 0.0f, 0.0f, 0.0f );
pShaderAPI->SetPixelShaderConstant( 1, vec.Base() );
// Used deal with the fact that the dudv is being treated
// as an unsigned value
vec.Init( -8.0f / (float)w, -8.0f / (float)h, 0.0f, 0.0f );
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, vec.Base() );
watersecondpass_vs11_Dynamic_Index vshIndex;
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
}
Draw();
}
END_SHADER
# |
Change |
User |
Description |
Committed |
|
#1
|
5817 |
Knut Wikstrom |
Added base Valve SDK code to start modding. |
|
|