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-rw-r--r--materialsystem/stdshaders/TreeLeaf.cpp102
1 files changed, 102 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/TreeLeaf.cpp b/materialsystem/stdshaders/TreeLeaf.cpp
new file mode 100644
index 0000000..5f87f1b
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+++ b/materialsystem/stdshaders/TreeLeaf.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $Header: $
+// $NoKeywords: $
+//=============================================================================//
+
+#include "BaseVSShader.h"
+
+#include "treeleaf_ps20.inc"
+#include "treeleaf_ps20b.inc"
+#include "treeleaf_vs20.inc"
+
+BEGIN_VS_SHADER_FLAGS( TreeLeaf, "Help for TreeLeaf", SHADER_NOT_EDITABLE )
+
+ BEGIN_SHADER_PARAMS
+ SHADER_PARAM( LEAFCENTER, SHADER_PARAM_TYPE_VEC3, "[0 0 0]", "Center of leaf cluster for lighting" )
+ END_SHADER_PARAMS
+
+ SHADER_INIT_PARAMS()
+ {
+ }
+
+ SHADER_FALLBACK
+ {
+ if ( g_pHardwareConfig->GetDXSupportLevel() < 90 )
+ {
+ return "Wireframe";
+ }
+ return 0;
+ }
+
+ SHADER_INIT
+ {
+ SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
+
+ if ( params[BASETEXTURE]->IsDefined() )
+ {
+ LoadTexture( BASETEXTURE );
+ }
+ }
+
+ SHADER_DRAW
+ {
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+
+ pShaderShadow->EnableAlphaTest( true );
+ pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GREATER, 0.5f );
+
+ unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL;
+ int numTexCoords = 1;
+ pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 );
+
+ bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
+
+ DECLARE_STATIC_VERTEX_SHADER( treeleaf_vs20 );
+ SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, true );
+ SET_STATIC_VERTEX_SHADER_COMBO( USE_STATIC_CONTROL_FLOW, bUseStaticControlFlow );
+ SET_STATIC_VERTEX_SHADER( treeleaf_vs20 );
+
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_STATIC_PIXEL_SHADER( treeleaf_ps20b );
+ SET_STATIC_PIXEL_SHADER( treeleaf_ps20b );
+ }
+ else
+ {
+ DECLARE_STATIC_PIXEL_SHADER( treeleaf_ps20 );
+ SET_STATIC_PIXEL_SHADER( treeleaf_ps20 );
+ }
+
+ // we are writing linear values from this shader.
+ // This is kinda wrong. We are writing linear or gamma depending on "IsHDREnabled" below.
+ // The COLOR really decides if we are gamma or linear.
+ pShaderShadow->EnableSRGBWrite( false );
+ }
+ DYNAMIC_STATE
+ {
+ BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
+
+ // We need the view matrix
+ LoadViewMatrixIntoVertexShaderConstant( VERTEX_SHADER_VIEWMODEL );
+
+ pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, params[ LEAFCENTER ]->GetVecValue() );
+
+ LightState_t lightState;
+ pShaderAPI->GetDX9LightState( &lightState );
+
+ bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
+
+ DECLARE_DYNAMIC_VERTEX_SHADER( treeleaf_vs20 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( DYNAMIC_LIGHT, lightState.HasDynamicLight() );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT, lightState.m_bStaticLightVertex ? 1 : 0 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, bUseStaticControlFlow ? 0 : lightState.m_nNumLights );
+ SET_DYNAMIC_VERTEX_SHADER( treeleaf_vs20 );
+ }
+ Draw( );
+ }
+END_SHADER