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https://github.com/alliedmodders/hl2sdk.git
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73 lines
2.9 KiB
C++
73 lines
2.9 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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// 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( UnlitGeneric, UnlitGeneric_DX8 )
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BEGIN_VS_SHADER( UnlitGeneric_DX8,
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"Help for UnlitGeneric_DX8" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "detail texture" )
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SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "4", "scale of the detail texture" )
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SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" )
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SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" )
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SHADER_PARAM( ENVMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_envmask", "envmap mask" )
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SHADER_PARAM( ENVMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" )
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SHADER_PARAM( ENVMAPMASKSCALE, SHADER_PARAM_TYPE_FLOAT, "1", "envmap mask scale" )
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SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" )
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SHADER_PARAM( ENVMAPOPTIONAL, SHADER_PARAM_TYPE_BOOL, "0", "Make the envmap only apply to dx9 and higher hardware" )
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SHADER_PARAM( DETAILBLENDMODE, SHADER_PARAM_TYPE_INTEGER, "0", "mode for combining detail texture with base. 0=normal, 1= additive, 2=alpha blend detail over base, 3=crossfade" )
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SHADER_PARAM( ALPHATESTREFERENCE, SHADER_PARAM_TYPE_FLOAT, "0.7", "" )
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SHADER_PARAM( OUTLINE, SHADER_PARAM_TYPE_BOOL, "0", "Enable outline for distance coded textures.")
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SHADER_PARAM( OUTLINECOLOR, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "color of outline for distance coded images." )
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SHADER_PARAM( OUTLINESTART0, SHADER_PARAM_TYPE_FLOAT, "0.0", "outer start value for outline")
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SHADER_PARAM( OUTLINESTART1, SHADER_PARAM_TYPE_FLOAT, "0.0", "inner start value for outline")
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SHADER_PARAM( OUTLINEEND0, SHADER_PARAM_TYPE_FLOAT, "0.0", "inner end value for outline")
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SHADER_PARAM( OUTLINEEND1, SHADER_PARAM_TYPE_FLOAT, "0.0", "outer end value for outline")
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SHADER_PARAM( SEPARATEDETAILUVS, SHADER_PARAM_TYPE_INTEGER, "0", "" )
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END_SHADER_PARAMS
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SHADER_FALLBACK
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{
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if ( IsPC() && !g_pHardwareConfig->SupportsVertexAndPixelShaders())
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{
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return "UnlitGeneric_DX6";
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}
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return 0;
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}
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SHADER_INIT_PARAMS()
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{
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InitParamsUnlitGeneric_DX8(
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BASETEXTURE, DETAILSCALE, ENVMAPOPTIONAL,
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ENVMAP, ENVMAPTINT, ENVMAPMASKSCALE,
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DETAILBLENDMODE );
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}
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SHADER_INIT
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{
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InitUnlitGeneric_DX8( BASETEXTURE, DETAIL, ENVMAP, ENVMAPMASK );
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}
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SHADER_DRAW
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{
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VertexShaderUnlitGenericPass(
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BASETEXTURE, FRAME, BASETEXTURETRANSFORM,
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DETAIL, DETAILSCALE, true, ENVMAP, ENVMAPFRAME, ENVMAPMASK,
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ENVMAPMASKFRAME, ENVMAPMASKSCALE, ENVMAPTINT, ALPHATESTREFERENCE,
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DETAILBLENDMODE,
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OUTLINE, OUTLINECOLOR, OUTLINESTART0, OUTLINEEND1, SEPARATEDETAILUVS );
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}
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END_SHADER
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