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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/rift_dx6.cpp
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Diffstat (limited to 'materialsystem/stdshaders/rift_dx6.cpp')
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diff --git a/materialsystem/stdshaders/rift_dx6.cpp b/materialsystem/stdshaders/rift_dx6.cpp
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+//========= 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"
+
+BEGIN_SHADER( Rift_DX6,
+ "Help for Rift_DX6" )
+
+ BEGIN_SHADER_PARAMS
+ SHADER_PARAM( TEXTURE2, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "second texture" )
+ SHADER_PARAM( FRAME2, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $texture2" )
+ SHADER_PARAM( TEXTURE2TRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$texture2 texcoord transform" )
+ END_SHADER_PARAMS
+
+ SHADER_INIT
+ {
+ if (params[BASETEXTURE]->IsDefined())
+ {
+ LoadTexture( BASETEXTURE );
+ }
+ if (params[TEXTURE2]->IsDefined())
+ {
+ LoadTexture( TEXTURE2 );
+ }
+ }
+
+ SHADER_DRAW
+ {
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
+ SetModulationShadowState();
+
+ // Either we've got a constant modulation
+ bool isTranslucent = IsAlphaModulating();
+
+ // Or we've got a texture alpha on either texture
+ isTranslucent = isTranslucent || TextureIsTranslucent( BASETEXTURE, true ) ||
+ TextureIsTranslucent( TEXTURE2, true );
+
+ if ( isTranslucent )
+ {
+ if ( IS_FLAG_SET(MATERIAL_VAR_ADDITIVE) )
+ {
+ EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE );
+ }
+ else
+ {
+ EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
+ }
+ }
+ else
+ {
+ if ( IS_FLAG_SET(MATERIAL_VAR_ADDITIVE) )
+ {
+ EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
+ }
+ }
+
+ pShaderShadow->EnableTexGen( SHADER_TEXTURE_STAGE0, true );
+ pShaderShadow->TexGen( SHADER_TEXTURE_STAGE0, SHADER_TEXGENPARAM_EYE_LINEAR );
+
+ pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD1 );
+ DefaultFog();
+ }
+ DYNAMIC_STATE
+ {
+ BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
+
+ // 1) Take a coordinate in camera space
+ // 2) Flip Y by multiplying by -1
+ // 3) Transform from [-w,w] to [0,2*w]
+ // 4) Transform from [0,2*w] to [0,w]
+ // We'll end up dividing by w in the pixel shader to get to [0,1]
+ VMatrix matProjection, matYFlip, matHalf, matOffset, matBaseTransform;
+ s_pShaderAPI->GetMatrix( MATERIAL_PROJECTION, matProjection.m[0] );
+
+ MatrixTranspose( matProjection, matProjection );
+
+ MatrixBuildScale( matYFlip, 1.0f, -1.0f, 1.0f );
+ MatrixBuildTranslation( matOffset, 1.0f, 1.0f, 0.0f );
+ MatrixBuildScale( matHalf, 0.5f, 0.5f, 1.0f );
+
+ MatrixMultiply( matYFlip, matProjection, matBaseTransform );
+ MatrixMultiply( matOffset, matBaseTransform, matBaseTransform );
+ MatrixMultiply( matHalf, matBaseTransform, matBaseTransform );
+
+ // tranpose before going into the shaderapi. . . suck
+ MatrixTranspose( matBaseTransform, matBaseTransform );
+ s_pShaderAPI->MatrixMode( MATERIAL_TEXTURE0 );
+ s_pShaderAPI->LoadMatrix( &matBaseTransform[0][0] );
+
+ // NOTE: This *must* be set after LoadMatrix since LoadMatrix slams the texture dimension
+ pShaderAPI->SetTextureTransformDimension( SHADER_TEXTURE_STAGE0, 3, true );
+
+ BindTexture( SHADER_SAMPLER1, TEXTURE2, FRAME2 );
+ SetFixedFunctionTextureTransform( MATERIAL_TEXTURE1, TEXTURE2TRANSFORM );
+
+ SetModulationDynamicState();
+ }
+ Draw();
+ }
+END_SHADER