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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/modulate_dx6.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'materialsystem/stdshaders/modulate_dx6.cpp')
| -rw-r--r-- | materialsystem/stdshaders/modulate_dx6.cpp | 96 |
1 files changed, 96 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/modulate_dx6.cpp b/materialsystem/stdshaders/modulate_dx6.cpp new file mode 100644 index 0000000..7c9820e --- /dev/null +++ b/materialsystem/stdshaders/modulate_dx6.cpp @@ -0,0 +1,96 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $Header: $ +// $NoKeywords: $ +//=============================================================================// + +#include "shaderlib/cshader.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +// FIXME!! This version doesn't support vertexalpha to make it blend to white!!! +DEFINE_FALLBACK_SHADER( Modulate, Modulate_DX6 ) + +BEGIN_SHADER( Modulate_DX6, + "Help for Modulate_DX6" ) + + BEGIN_SHADER_PARAMS + SHADER_PARAM( WRITEZ, SHADER_PARAM_TYPE_BOOL, "0", "Forces z to be written if set" ) + SHADER_PARAM( MOD2X, SHADER_PARAM_TYPE_BOOL, "0", "forces a 2x modulate so that you can brighten and darken things" ) + END_SHADER_PARAMS + + SHADER_INIT_PARAMS() + { + } + + SHADER_INIT + { + if (params[BASETEXTURE]->IsDefined()) + LoadTexture( BASETEXTURE ); + } + + SHADER_DRAW + { + bool bMod2X = params[MOD2X]->IsDefined() && params[MOD2X]->GetIntValue(); + SHADOW_STATE + { + if( bMod2X ) + { + EnableAlphaBlending( SHADER_BLEND_DST_COLOR, SHADER_BLEND_SRC_COLOR ); + } + else + { + EnableAlphaBlending( SHADER_BLEND_DST_COLOR, SHADER_BLEND_ZERO ); + } + + if (params[WRITEZ]->GetIntValue() != 0) + { + // This overrides the disabling of depth writes performed in + // EnableAlphaBlending + pShaderShadow->EnableDepthWrites(true); + } + + pShaderShadow->EnableConstantColor( true ); + + int drawFlags = SHADER_DRAW_POSITION; + + if (params[BASETEXTURE]->IsTexture()) + { + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); + drawFlags |= SHADER_DRAW_TEXCOORD0; + } + + if (IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR)) + { + drawFlags |= SHADER_DRAW_COLOR; + } + + pShaderShadow->DrawFlags( drawFlags ); + // We need to fog to *white* regardless of overbrighting... + if( bMod2X ) + { + FogToGrey(); + } + else + { + FogToOOOverbright(); + } + } + DYNAMIC_STATE + { + if (params[BASETEXTURE]->IsTexture()) + { + BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); + SetFixedFunctionTextureTransform( MATERIAL_TEXTURE0, BASETEXTURETRANSFORM ); + } + + // The constant color is the modulation color... + SetColorState( COLOR ); + + } + Draw( ); + } +END_SHADER |