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hl2sdk/materialsystem/stdshaders/cloud_dx9.cpp
Nicholas Hastings e2781a0000 SDK sync.
2014-02-28 14:08:09 -05:00

95 lines
2.7 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// DirectX 9 Cloud shader
//
//===============================================================================
#include "BaseVSShader.h"
#include "cloud_vs20.inc"
#include "cloud_ps20.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( Cloud, Cloud_dx9 )
BEGIN_VS_SHADER( Cloud_dx9, "Help for Cloud" )
BEGIN_SHADER_PARAMS
SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/cloud", "cloud texture", 0 )
SHADER_PARAM( CLOUDALPHATEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/cloudalpha", "cloud alpha texture" )
SHADER_PARAM( CLOUDSCALE, SHADER_PARAM_TYPE_VEC2, "[1 1]", "cloudscale" )
SHADER_PARAM( MASKSCALE, SHADER_PARAM_TYPE_VEC2, "[1 1]", "maskscale" )
END_SHADER_PARAMS
SHADER_FALLBACK
{
if( g_pHardwareConfig->GetDXSupportLevel() < 90 )
return "Cloud_dx8";
return 0;
}
SHADER_INIT
{
LoadTexture( BASETEXTURE, TEXTUREFLAGS_SRGB );
LoadTexture( CLOUDALPHATEXTURE, TEXTUREFLAGS_SRGB );
if ( !params[CLOUDSCALE]->IsDefined() )
{
params[CLOUDSCALE]->SetVecValue( 1.0f, 1.0f );
}
if ( !params[MASKSCALE]->IsDefined() )
{
params[MASKSCALE]->SetVecValue( 1.0f, 1.0f );
}
}
SHADER_DRAW
{
SHADOW_STATE
{
pShaderShadow->EnableDepthWrites( false );
pShaderShadow->EnableBlending( true );
if ( IS_FLAG_SET( MATERIAL_VAR_ADDITIVE ) )
{
pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
}
else
{
pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
}
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 2, 0, 0 );
DECLARE_STATIC_VERTEX_SHADER( cloud_vs20 );
SET_STATIC_VERTEX_SHADER( cloud_vs20 );
DECLARE_STATIC_PIXEL_SHADER( cloud_ps20 );
SET_STATIC_PIXEL_SHADER( cloud_ps20 );
DefaultFog();
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
BindTexture( SHADER_SAMPLER1, CLOUDALPHATEXTURE );
// Handle scrolling of base texture
SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM, CLOUDSCALE );
SetVertexShaderTextureScale( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, MASKSCALE );
DECLARE_DYNAMIC_VERTEX_SHADER( cloud_vs20 );
SET_DYNAMIC_VERTEX_SHADER( cloud_vs20 );
DECLARE_DYNAMIC_PIXEL_SHADER( cloud_ps20 );
SET_DYNAMIC_PIXEL_SHADER( cloud_ps20 );
}
Draw();
}
END_SHADER