//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======// // // Purpose: // // $Header: $ // $NoKeywords: $ //===========================================================================// #include "BaseVSShader.h" #include "colorout_vs20.inc" #include "colorout_ps20.inc" #include "colorout_ps20b.inc" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" BEGIN_VS_SHADER_FLAGS( ColorOut, "Help for ColorOut", SHADER_NOT_EDITABLE ) BEGIN_SHADER_PARAMS SHADER_PARAM( PASSCOUNT, SHADER_PARAM_TYPE_INTEGER, "1", "Number of passes for this material" ) END_SHADER_PARAMS SHADER_INIT_PARAMS() { SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); } SHADER_INIT { } SHADER_FALLBACK { return 0; } SHADER_DRAW { SHADOW_STATE { //pShaderShadow->EnableDepthTest( true ); //pShaderShadow->EnableDepthWrites( true ); //pShaderShadow->EnableBlending( false ); ////pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); //pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); pShaderShadow->EnableDepthTest( true ); pShaderShadow->EnableDepthWrites( true ); pShaderShadow->EnableBlending( false ); pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ZERO ); // Set stream format (note that this shader supports compression) unsigned int flags = VERTEX_POSITION | VERTEX_FORMAT_COMPRESSED; int nTexCoordCount = 1; int userDataSize = 0; pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize ); DECLARE_STATIC_VERTEX_SHADER( colorout_vs20 ); SET_STATIC_VERTEX_SHADER( colorout_vs20 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( colorout_ps20b ); SET_STATIC_PIXEL_SHADER( colorout_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( colorout_ps20 ); SET_STATIC_PIXEL_SHADER( colorout_ps20 ); } } DYNAMIC_STATE { float color[4]; color[0] = params[PASSCOUNT]->GetFloatValue(); color[1] = 1.0f - params[PASSCOUNT]->GetFloatValue(); color[2] = 0.0f; color[3] = 0.0f; pShaderAPI->SetPixelShaderConstant( 1, color, 1 ); DECLARE_DYNAMIC_VERTEX_SHADER( colorout_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( colorout_vs20 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( colorout_ps20b ); SET_DYNAMIC_PIXEL_SHADER( colorout_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( colorout_ps20 ); SET_DYNAMIC_PIXEL_SHADER( colorout_ps20 ); } } Draw(); SHADOW_STATE { pShaderShadow->EnableDepthTest( true ); pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnableBlending( true ); pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 ); pShaderShadow->PolyMode( SHADER_POLYMODEFACE_FRONT, SHADER_POLYMODE_LINE ); DECLARE_STATIC_VERTEX_SHADER( colorout_vs20 ); SET_STATIC_VERTEX_SHADER( colorout_vs20 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( colorout_ps20b ); SET_STATIC_PIXEL_SHADER( colorout_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( colorout_ps20 ); SET_STATIC_PIXEL_SHADER( colorout_ps20 ); } } DYNAMIC_STATE { float color[4]; color[0] = 0.0f; color[1] = 0.1f; color[2] = 0.1f; color[3] = 0.0f; pShaderAPI->SetPixelShaderConstant( 0, color, 1 ); DECLARE_DYNAMIC_VERTEX_SHADER( colorout_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( colorout_vs20 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( colorout_ps20b ); SET_DYNAMIC_PIXEL_SHADER( colorout_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( colorout_ps20 ); SET_DYNAMIC_PIXEL_SHADER( colorout_ps20 ); } } Draw(); } END_SHADER