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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_dx8.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'materialsystem/stdshaders/rift_dx8.cpp')
-rw-r--r--materialsystem/stdshaders/rift_dx8.cpp102
1 files changed, 102 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/rift_dx8.cpp b/materialsystem/stdshaders/rift_dx8.cpp
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+++ b/materialsystem/stdshaders/rift_dx8.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $Header: $
+// $NoKeywords: $
+//===========================================================================//
+
+#include "BaseVSShader.h"
+#include "rift_vs11.inc"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+BEGIN_VS_SHADER( Rift_DX8,
+ "Help for Rift_DX8" )
+
+ 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_PARAMS()
+ {
+ SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
+ }
+
+ SHADER_INIT
+ {
+ if (params[BASETEXTURE]->IsDefined())
+ {
+ LoadTexture( BASETEXTURE );
+ }
+ if (params[TEXTURE2]->IsDefined())
+ {
+ LoadTexture( TEXTURE2 );
+ }
+ }
+
+ SHADER_DRAW
+ {
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE0, true );
+ pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE1, true );
+
+ // 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 );
+ }
+ }
+
+ int fmt = VERTEX_POSITION;
+ pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
+ pShaderShadow->SetVertexShader( "rift_vs11", 0 );
+ pShaderShadow->SetPixelShader( "rift_ps11", 0 );
+
+ DefaultFog();
+ }
+ DYNAMIC_STATE
+ {
+ BindTexture( SHADER_TEXTURE_STAGE0, BASETEXTURE, FRAME );
+ pShaderAPI->SetTextureTransformDimension( 0, 3, true );
+
+ BindTexture( SHADER_TEXTURE_STAGE1, TEXTURE2, FRAME2 );
+ SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, TEXTURE2TRANSFORM );
+
+ // used to invert y
+ float c[4] = { 0.0f, 0.0f, 0.0f, -1.0f };
+ pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, c, 1 );
+
+ SetModulationPixelShaderDynamicState( 0 );
+
+ rift_vs11_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