diff options
Diffstat (limited to 'materialsystem/stdshaders/bik_dx80.cpp')
| -rw-r--r-- | materialsystem/stdshaders/bik_dx80.cpp | 95 |
1 files changed, 95 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/bik_dx80.cpp b/materialsystem/stdshaders/bik_dx80.cpp new file mode 100644 index 0000000..74538d4 --- /dev/null +++ b/materialsystem/stdshaders/bik_dx80.cpp @@ -0,0 +1,95 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $Header: $ +// $NoKeywords: $ +//=============================================================================// + +#include "BaseVSShader.h" +#include "cpp_shader_constant_register_map.h" + +BEGIN_VS_SHADER( Bik_dx80, "Help for Bik_dx80" ) + BEGIN_SHADER_PARAMS + SHADER_PARAM( YTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Y Bink Texture" ) +// SHADER_PARAM( ATEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "A Bink Texture" ) + SHADER_PARAM( CRTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Cr Bink Texture" ) + SHADER_PARAM( CBTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Cb Bink Texture" ) + END_SHADER_PARAMS + + SHADER_INIT_PARAMS() + { + } + + SHADER_FALLBACK + { + if ( g_pHardwareConfig->GetDXSupportLevel() < 80 ) + { + return "wireframe"; + } + return 0; + } + + SHADER_INIT + { + if ( params[YTEXTURE]->IsDefined() ) + { + LoadTexture( YTEXTURE ); + } +// if ( params[ATEXTURE]->IsDefined() ) +// { +// LoadTexture( ATEXTURE ); +// } + if ( params[CRTEXTURE]->IsDefined() ) + { + LoadTexture( CRTEXTURE ); + } + if ( params[CBTEXTURE]->IsDefined() ) + { + LoadTexture( CBTEXTURE ); + } + } + + SHADER_DRAW + { + int nPass; + for( nPass = 0; nPass < 2; nPass++ ) + { + SHADOW_STATE + { + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); + pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); + pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); + // we don't do alpha for these on dx8 + // pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); + + unsigned int flags = VERTEX_POSITION; + int numTexCoords = 1; + pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 ); + + pShaderShadow->SetVertexShader( "bik_vs11", 0 ); + pShaderShadow->SetPixelShader( "bik_ps11", 0 ); + if( nPass > 0 ) + { + EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); + } + } + DYNAMIC_STATE + { + BindTexture( SHADER_SAMPLER0, YTEXTURE, FRAME ); + BindTexture( SHADER_SAMPLER1, CRTEXTURE, FRAME ); + BindTexture( SHADER_SAMPLER2, CBTEXTURE, FRAME ); + // we don't do alpha for these on dx8 + // BindTexture( SHADER_SAMPLER3, ATEXTURE, FRAME ); + + pShaderAPI->SetVertexShaderIndex( 0 ); + pShaderAPI->SetPixelShaderIndex( nPass ); + + // We need the view matrix + LoadViewMatrixIntoVertexShaderConstant( VERTEX_SHADER_VIEWMODEL ); + } + Draw( ); + + } + } +END_SHADER |