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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/water_dudv.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'materialsystem/stdshaders/water_dudv.cpp')
| -rw-r--r-- | materialsystem/stdshaders/water_dudv.cpp | 95 |
1 files changed, 95 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/water_dudv.cpp b/materialsystem/stdshaders/water_dudv.cpp new file mode 100644 index 0000000..cf29c18 --- /dev/null +++ b/materialsystem/stdshaders/water_dudv.cpp @@ -0,0 +1,95 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//===========================================================================// + + +#include "BaseVSShader.h" + +#include "waterdudv_vs11.inc" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +BEGIN_VS_SHADER( Water_DuDv, "Help for Water_DuDv" ) + + BEGIN_SHADER_PARAMS + SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "", "dudv bump map" ) + SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" ) + SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" ) + SHADER_PARAM( REFRACTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "0", "" ) + SHADER_PARAM( REFRACTTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "refraction tint" ) + END_SHADER_PARAMS + + SHADER_INIT_PARAMS() + { + } + + SHADER_FALLBACK + { + return 0; + } + + SHADER_INIT + { + if ( params[BUMPMAP]->IsDefined() ) + { + LoadTexture( BUMPMAP ); + } + if( !params[REFRACTTINT]->IsDefined() ) + { + params[REFRACTTINT]->SetVecValue( 1.0f, 1.0f, 1.0f ); + } + } + + SHADER_DRAW + { + SHADOW_STATE + { + pShaderShadow->EnableAlphaWrites( true ); + pShaderShadow->EnableColorWrites( true ); + pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE0, true ); + int fmt = VERTEX_POSITION | VERTEX_NORMAL; + pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0, 0 ); + + pShaderShadow->SetVertexShader( "WaterDuDv_vs11", 0 ); + pShaderShadow->SetPixelShader( "WaterDuDv_ps11", 0 ); + DisableFog(); + } + DYNAMIC_STATE + { + waterdudv_vs11_Dynamic_Index vshIndex; + vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); + vshIndex.SetDOFOG( pShaderAPI->GetSceneFogMode() != MATERIAL_FOG_NONE ); + pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); + + SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, BUMPTRANSFORM ); + + Vector4D vec; + const float *pTint = params[REFRACTTINT]->GetVecValue(); + float flAverage = ( pTint[0] + pTint[1] + pTint[2] ) / 3.0f; + vec.Init( flAverage, flAverage, flAverage, 1.0f ); + pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, vec.Base() ); + + // Amount to refract + SetPixelShaderConstant( 0, REFRACTAMOUNT ); + + // Used to renormalize + vec.Init( 1.0f, 1.0f, 1.0f, 1.0f ); + pShaderAPI->SetPixelShaderConstant( 1, vec.Base() ); + + // Used to deal with the red channel + vec.Init( 0.0f, 1.0f, 1.0f, 1.0f ); + pShaderAPI->SetPixelShaderConstant( 2, vec.Base() ); + + vec.Init( 1.0f, 0.0f, 0.0f, 0.0f ); + pShaderAPI->SetPixelShaderConstant( 3, vec.Base() ); + + BindTexture( SHADER_TEXTURE_STAGE0, BUMPMAP, BUMPFRAME ); + } + Draw(); + } +END_SHADER + |