summaryrefslogtreecommitdiff
path: root/materialsystem/stdshaders/aftershock.cpp
diff options
context:
space:
mode:
authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/aftershock.cpp
downloadarchived-source-engine-2018-hl2-src-3bf9df6b2785fa6d951086978a3e66f49427166a.tar.xz
archived-source-engine-2018-hl2-src-3bf9df6b2785fa6d951086978a3e66f49427166a.zip
Diffstat (limited to 'materialsystem/stdshaders/aftershock.cpp')
-rw-r--r--materialsystem/stdshaders/aftershock.cpp76
1 files changed, 76 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/aftershock.cpp b/materialsystem/stdshaders/aftershock.cpp
new file mode 100644
index 0000000..d0c7778
--- /dev/null
+++ b/materialsystem/stdshaders/aftershock.cpp
@@ -0,0 +1,76 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+
+#include "BaseVSShader.h"
+#include "aftershock_helper.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+DEFINE_FALLBACK_SHADER( Aftershock, Aftershock_dx9 )
+BEGIN_VS_SHADER( Aftershock_dx9, "Aftershock" )
+ BEGIN_SHADER_PARAMS
+ SHADER_PARAM( COLORTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Color tint" )
+ SHADER_PARAM( REFRACTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "2", "" )
+
+ SHADER_PARAM( NORMALMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "normal map" )
+ SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" )
+ SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" )
+
+ SHADER_PARAM( SILHOUETTETHICKNESS, SHADER_PARAM_TYPE_FLOAT, "1", "" )
+ SHADER_PARAM( SILHOUETTECOLOR, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Silhouette color tint" )
+ SHADER_PARAM( GROUNDMIN, SHADER_PARAM_TYPE_FLOAT, "1", "" )
+ SHADER_PARAM( GROUNDMAX, SHADER_PARAM_TYPE_FLOAT, "1", "" )
+ SHADER_PARAM( BLURAMOUNT, SHADER_PARAM_TYPE_FLOAT, "1", "" )
+
+ SHADER_PARAM( TIME, SHADER_PARAM_TYPE_FLOAT, "0.0", "Needs CurrentTime Proxy" )
+ END_SHADER_PARAMS
+
+ void SetupVarsAftershock( AftershockVars_t &info )
+ {
+ info.m_nColorTint = COLORTINT;
+ info.m_nRefractAmount = REFRACTAMOUNT;
+
+ info.m_nBumpmap = NORMALMAP;
+ info.m_nBumpFrame = BUMPFRAME;
+ info.m_nBumpTransform = BUMPTRANSFORM;
+
+ info.m_nSilhouetteThickness = SILHOUETTETHICKNESS;
+ info.m_nSilhouetteColor = SILHOUETTECOLOR;
+ info.m_nGroundMin = GROUNDMIN;
+ info.m_nGroundMax = GROUNDMAX;
+ info.m_nBlurAmount = BLURAMOUNT;
+
+ info.m_nTime = TIME;
+ }
+
+ SHADER_INIT_PARAMS()
+ {
+ AftershockVars_t info;
+ SetupVarsAftershock( info );
+ InitParamsAftershock( this, params, pMaterialName, info );
+ }
+
+ SHADER_FALLBACK
+ {
+ if ( g_pHardwareConfig->GetDXSupportLevel() < 90 )
+ {
+ return "Aftershock_dx8";
+ }
+
+ return 0;
+ }
+
+ SHADER_INIT
+ {
+ AftershockVars_t info;
+ SetupVarsAftershock( info );
+ InitAftershock( this, params, info );
+ }
+
+ SHADER_DRAW
+ {
+ AftershockVars_t info;
+ SetupVarsAftershock( info );
+ DrawAftershock( this, params, pShaderAPI, pShaderShadow, info, vertexCompression );
+ }
+END_SHADER