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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/predator.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'materialsystem/stdshaders/predator.cpp')
-rw-r--r--materialsystem/stdshaders/predator.cpp99
1 files changed, 99 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/predator.cpp b/materialsystem/stdshaders/predator.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "BaseVSShader.h"
+
+#include "predator.inc"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+DEFINE_FALLBACK_SHADER( Predator, Predator_DX80 )
+
+BEGIN_VS_SHADER( Predator_DX80,
+ "Help for Predator" )
+
+ BEGIN_SHADER_PARAMS
+ SHADER_PARAM( REFRACTIONAMOUNT, SHADER_PARAM_TYPE_VEC2, "[0.2 0.2]", "refaction amount" )
+ SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" )
+ SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "", "envmap frame number" )
+ SHADER_PARAM( ENVMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_envmask", "envmap mask" )
+ SHADER_PARAM( ENVMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" )
+ SHADER_PARAM( ENVMAPMASKSCALE, SHADER_PARAM_TYPE_FLOAT, "1", "envmap mask scale" )
+ SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" )
+ SHADER_PARAM( REFRACTTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "refraction tint" )
+ SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertes/shader1_normal", "bump map" )
+ SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" )
+ SHADER_PARAM( BUMPOFFSET, SHADER_PARAM_TYPE_VEC2, "[0 0]", "2D bump offset for texture scrolling" )
+ END_SHADER_PARAMS
+
+ SHADER_INIT_PARAMS()
+ {
+ SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
+ SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
+ SET_FLAGS( MATERIAL_VAR_TRANSLUCENT );
+ SET_FLAGS2( MATERIAL_VAR2_NEEDS_POWER_OF_TWO_FRAME_BUFFER_TEXTURE );
+ }
+
+ SHADER_FALLBACK
+ {
+ if (!g_pHardwareConfig->SupportsVertexAndPixelShaders())
+ return "Predator_DX60";
+ return 0;
+ }
+
+ SHADER_INIT
+ {
+ if( params[ENVMAP]->IsDefined() )
+ {
+ LoadCubeMap( ENVMAP );
+ }
+ if( params[ENVMAPMASK]->IsDefined() )
+ {
+ LoadTexture( ENVMAPMASK );
+ }
+ if( !params[ENVMAPTINT]->IsDefined() )
+ {
+ params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
+ }
+ if( !params[REFRACTTINT]->IsDefined() )
+ {
+ params[REFRACTTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
+ }
+ }
+
+ SHADER_DRAW
+ {
+ // Refractive pass
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ int fmt = VERTEX_POSITION | VERTEX_NORMAL;
+ pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
+
+ predator_Static_Index vshIndex;
+ pShaderShadow->SetVertexShader( "predator", vshIndex.GetIndex() );
+
+ pShaderShadow->SetPixelShader( "predator" );
+ }
+ DYNAMIC_STATE
+ {
+ pShaderAPI->SetDefaultState();
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 );
+ SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, REFRACTIONAMOUNT );
+ float c95[4] = { 1.0f, 1.0f, 0.0f, 0.0f };
+ pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_5, c95, 1 );
+ SetPixelShaderConstant( 2, REFRACTTINT );
+
+ predator_Dynamic_Index vshIndex;
+ vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
+ vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 );
+ pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
+ }
+ Draw();
+ }
+END_SHADER