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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/overlay_fit.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'materialsystem/stdshaders/overlay_fit.cpp')
-rw-r--r--materialsystem/stdshaders/overlay_fit.cpp90
1 files changed, 90 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/overlay_fit.cpp b/materialsystem/stdshaders/overlay_fit.cpp
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+++ b/materialsystem/stdshaders/overlay_fit.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#include "BaseVSShader.h"
+#include "convar.h"
+
+#include "overlay_fit_vs11.inc"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+// FIXME: Need to make a dx9 version so that "CENTROID" works.
+
+BEGIN_VS_SHADER_FLAGS( Overlay_Fit, "Help for TerrainTest2", SHADER_NOT_EDITABLE )
+
+ BEGIN_SHADER_PARAMS
+ END_SHADER_PARAMS
+
+ // Set up anything that is necessary to make decisions in SHADER_FALLBACK.
+ SHADER_INIT_PARAMS()
+ {
+ // No texture means no self-illum or env mask in base alpha
+ CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
+
+ // If in decal mode, no debug override...
+ if (IS_FLAG_SET(MATERIAL_VAR_DECAL))
+ {
+ SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
+ }
+
+ SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
+ }
+
+ SHADER_FALLBACK
+ {
+ if ( IsPC() && !g_pHardwareConfig->SupportsVertexAndPixelShaders() )
+ return "WorldTwoTextureBlend";
+
+ return 0;
+ }
+
+ SHADER_INIT
+ {
+ CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
+ LoadTexture( BASETEXTURE );
+ }
+
+ SHADER_DRAW
+ {
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // BASETEXTURE
+ pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // LIGHTMAP
+ pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // BASETEXTURE
+
+ // texcoord0 : base texcoord
+ // texcoord1 : alpha texcoord (mapped to fill the overlay)
+ unsigned int flags = VERTEX_POSITION | VERTEX_COLOR;
+ int numTexCoords = 3;
+ pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 );
+
+ pShaderShadow->EnableBlending( true );
+ pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
+
+ pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DECAL );
+
+ overlay_fit_vs11_Static_Index vshIndex;
+ pShaderShadow->SetVertexShader( "Overlay_Fit_vs11", vshIndex.GetIndex() );
+
+ pShaderShadow->SetPixelShader ( "Overlay_Fit_ps11", 0 );
+
+ FogToFogColor();
+ }
+ DYNAMIC_STATE
+ {
+ BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP );
+ BindTexture( SHADER_SAMPLER2, BASETEXTURE, FRAME );
+
+ overlay_fit_vs11_Dynamic_Index vshIndex;
+ vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
+ pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
+ }
+ Draw();
+ }
+END_SHADER
+