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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/decal.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'materialsystem/stdshaders/decal.cpp')
-rw-r--r--materialsystem/stdshaders/decal.cpp127
1 files changed, 127 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/decal.cpp b/materialsystem/stdshaders/decal.cpp
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+++ b/materialsystem/stdshaders/decal.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#include "shaderlib/cshader.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+BEGIN_SHADER_FLAGS( Decal, "Help for Decal", SHADER_NOT_EDITABLE )
+
+ BEGIN_SHADER_PARAMS
+ END_SHADER_PARAMS
+
+ SHADER_INIT_PARAMS()
+ {
+ SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
+ }
+
+ SHADER_INIT
+ {
+ LoadTexture( BASETEXTURE );
+ }
+
+ SHADER_DRAW
+ {
+ // vertex alpha 0 = mod2x, vertex alpha 1 = src_alpha,1-src_alpha
+ // need to set constant color to grey
+ SHADOW_STATE
+ {
+ // common stuff
+ pShaderShadow->EnableDepthWrites( false );
+ pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DECAL );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
+ pShaderShadow->EnableBlending( true );
+ }
+ // MOD2X pass
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableCustomPixelPipe( true );
+ pShaderShadow->CustomTextureStages( 2 );
+
+ // color = texture
+ // alpha = vertexalpha
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
+ SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_SELECTARG1,
+ SHADER_TEXARG_TEXTURE, SHADER_TEXARG_NONE );
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
+ SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1,
+ SHADER_TEXARG_SPECULARCOLOR, SHADER_TEXARG_NONE );
+
+ // color = texture
+ // alpha = blend
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
+ SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_BLEND_PREVIOUSSTAGEALPHA,
+ SHADER_TEXARG_CONSTANTCOLOR, SHADER_TEXARG_PREVIOUSSTAGE );
+
+ pShaderShadow->BlendFunc( SHADER_BLEND_DST_COLOR, SHADER_BLEND_SRC_COLOR );
+ FogToGrey();
+
+ pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_SPECULAR
+ | SHADER_DRAW_LIGHTMAP_TEXCOORD1 );
+ }
+ DYNAMIC_STATE
+ {
+ pShaderAPI->Color3f( 0.5f, 0.5f, 0.5f );
+ BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP );
+ }
+ Draw();
+
+ // srcalpha,1-srcalpha pass
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableCustomPixelPipe( true );
+ pShaderShadow->CustomTextureStages( 2 );
+
+ // color = texture
+ // alpha = texture
+ if (IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ))
+ {
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
+ SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATE,
+ SHADER_TEXARG_TEXTURE, SHADER_TEXARG_VERTEXCOLOR );
+ }
+ else
+ {
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
+ SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_SELECTARG1,
+ SHADER_TEXARG_TEXTURE, SHADER_TEXARG_NONE );
+ }
+
+ if( IS_FLAG_SET( MATERIAL_VAR_VERTEXALPHA ) )
+ {
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
+ SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_MODULATE,
+ SHADER_TEXARG_TEXTURE, SHADER_TEXARG_VERTEXCOLOR );
+ }
+ else
+ {
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
+ SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1,
+ SHADER_TEXARG_TEXTURE, SHADER_TEXARG_NONE );
+ }
+
+ // color = texture [* vertex color] * lightmap color
+ // alpha = texture alpha [* vertex alpha] * specular alpha
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
+ SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATE2X,
+ SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_TEXTURE );
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
+ SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_MODULATE,
+ SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_SPECULARCOLOR );
+
+ pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
+ FogToFogColor();
+ }
+ DYNAMIC_STATE
+ {
+ SetColorState( COLOR );
+ }
+ Draw();
+ }
+END_SHADER