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https://github.com/mapbase-source/source-sdk-2013.git
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This should include the latest version of every shader that was in the 2007 SDK. It also includes a smattering of debug shaders, both VR distortion shaders, and other assorted shaders that will hopefully be useful. None of these new files are included in the game shader DLL project. If you need to modify one of these shaders for use in your mod you will need to rename it so that you don't collide with the version of that shader that lives in stdshader_dx9.dll.
114 lines
3.3 KiB
C++
114 lines
3.3 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Header: $
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// $NoKeywords: $
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//=============================================================================//
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#include "BaseVSShader.h"
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#include "worldvertexalpha.inc"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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DEFINE_FALLBACK_SHADER( WorldVertexAlpha, WorldVertexAlpha_DX8 )
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BEGIN_VS_SHADER( WorldVertexAlpha_DX8,
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"Help for WorldVertexAlpha_DX8" )
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BEGIN_SHADER_PARAMS
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
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}
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SHADER_INIT
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{
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// Load the base texture here!
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LoadTexture( BASETEXTURE );
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}
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SHADER_DRAW
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{
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if( g_pHardwareConfig->SupportsVertexAndPixelShaders() && !UsingEditor( params ) )
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{
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// NOTE: This is the DX8, Non-Hammer version.
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SHADOW_STATE
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{
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// Base time lightmap (Need two texture stages)
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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int fmt = VERTEX_POSITION;
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pShaderShadow->VertexShaderVertexFormat( fmt, 2, 0, 0 );
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pShaderShadow->EnableBlending( true );
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// Looks backwards, but this is done so that lightmap alpha = 1 when only
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// using 1 texture (needed for translucent displacements).
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pShaderShadow->BlendFunc( SHADER_BLEND_ONE_MINUS_SRC_ALPHA, SHADER_BLEND_SRC_ALPHA );
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worldvertexalpha_Static_Index vshIndex;
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pShaderShadow->SetVertexShader( "WorldVertexAlpha", vshIndex.GetIndex() );
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pShaderShadow->SetPixelShader( "WorldVertexAlpha" );
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FogToFogColor();
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}
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DYNAMIC_STATE
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{
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// Bind the base texture (Stage0) and lightmap (Stage1)
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BindTexture( SHADER_SAMPLER0, BASETEXTURE );
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP );
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EnablePixelShaderOverbright( 0, true, true );
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worldvertexalpha_Dynamic_Index vshIndex;
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
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}
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Draw();
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}
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else
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{
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// NOTE: This is the DX7, Hammer version.
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// FIXME: Gary - you need to write a proper non-fixed function shader for this.
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SHADOW_STATE
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{
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE1, OVERBRIGHT );
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pShaderShadow->EnableBlending( true );
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// Looks backwards, but this is done so that lightmap alpha = 1 when only
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// using 1 texture (needed for translucent displacements).
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pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
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// pShaderShadow->BlendFunc( SHADER_BLEND_ONE_MINUS_SRC_ALPHA, SHADER_BLEND_SRC_ALPHA );
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// Use vertex color for Hammer because it puts the blending alpha in the vertices.
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unsigned int colorFlag = 0;
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if( UsingEditor( params ) )
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{
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colorFlag |= SHADER_DRAW_COLOR;
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}
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pShaderShadow->DrawFlags( colorFlag | SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD1 |
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SHADER_DRAW_LIGHTMAP_TEXCOORD0 );
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}
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DYNAMIC_STATE
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{
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BindTexture( SHADER_SAMPLER1, BASETEXTURE );
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_LIGHTMAP );
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}
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Draw();
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}
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}
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END_SHADER
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