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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/predator.cpp | |
| download | archived-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.cpp | 99 |
1 files changed, 99 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/predator.cpp b/materialsystem/stdshaders/predator.cpp new file mode 100644 index 0000000..4a49d14 --- /dev/null +++ b/materialsystem/stdshaders/predator.cpp @@ -0,0 +1,99 @@ +//========= 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 |