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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/decalmodulate_dx8.cpp
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Diffstat (limited to 'materialsystem/stdshaders/decalmodulate_dx8.cpp')
-rw-r--r--materialsystem/stdshaders/decalmodulate_dx8.cpp86
1 files changed, 86 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/decalmodulate_dx8.cpp b/materialsystem/stdshaders/decalmodulate_dx8.cpp
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+++ b/materialsystem/stdshaders/decalmodulate_dx8.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $Header: $
+// $NoKeywords: $
+//=============================================================================//
+
+#include "BaseVSShader.h"
+
+#include "decalmodulate_vs11.inc"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+DEFINE_FALLBACK_SHADER( DecalModulate, DecalModulate_DX8 )
+
+BEGIN_VS_SHADER( DecalModulate_DX8, "" )
+
+ BEGIN_SHADER_PARAMS
+ END_SHADER_PARAMS
+
+ SHADER_FALLBACK
+ {
+ if ( IsPC() && g_pHardwareConfig->GetDXSupportLevel() < 80 )
+ return "DecalModulate_DX6";
+ return 0;
+ }
+
+ SHADER_INIT_PARAMS()
+ {
+ SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
+ }
+
+ SHADER_INIT
+ {
+ LoadTexture( BASETEXTURE );
+ }
+
+ SHADER_DRAW
+ {
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableAlphaTest( true );
+ pShaderShadow->EnableDepthWrites( false );
+ pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DECAL );
+ pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE0, true );
+ pShaderShadow->EnableBlending( true );
+ pShaderShadow->BlendFunc( SHADER_BLEND_DST_COLOR, SHADER_BLEND_SRC_COLOR );
+ FogToGrey();
+
+ decalmodulate_vs11_Static_Index vshIndex;
+ s_pShaderShadow->SetVertexShader( "decalmodulate_vs11", vshIndex.GetIndex() );
+
+ s_pShaderShadow->SetPixelShader( "decalmodulate_ps11", 0 );
+
+ pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0, 0 );
+ }
+ DYNAMIC_STATE
+ {
+ if ( pShaderAPI->InFlashlightMode() )
+ {
+ // Don't draw anything for the flashlight pass
+ Draw( false );
+ return;
+ }
+
+ BindTexture( SHADER_TEXTURE_STAGE0, BASETEXTURE, FRAME );
+
+ // Set an identity base texture transformation
+ Vector4D transformation[2];
+ transformation[0].Init( 1.0f, 0.0f, 0.0f, 0.0f );
+ transformation[1].Init( 0.0f, 1.0f, 0.0f, 0.0f );
+ pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, transformation[0].Base(), 2 );
+
+ MaterialFogMode_t fogType = s_pShaderAPI->GetSceneFogMode();
+ int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0;
+ decalmodulate_vs11_Dynamic_Index vshIndex;
+ vshIndex.SetDOWATERFOG( fogIndex );
+ vshIndex.SetSKINNING( 0 );
+ s_pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
+ }
+ Draw();
+
+ }
+END_SHADER