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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/decal.cpp | |
| download | archived-source-engine-2018-hl2-src-3bf9df6b2785fa6d951086978a3e66f49427166a.tar.xz archived-source-engine-2018-hl2-src-3bf9df6b2785fa6d951086978a3e66f49427166a.zip | |
Diffstat (limited to 'materialsystem/stdshaders/decal.cpp')
| -rw-r--r-- | materialsystem/stdshaders/decal.cpp | 127 |
1 files changed, 127 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/decal.cpp b/materialsystem/stdshaders/decal.cpp new file mode 100644 index 0000000..3f1f90e --- /dev/null +++ b/materialsystem/stdshaders/decal.cpp @@ -0,0 +1,127 @@ +//========= 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 |