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Diffstat (limited to 'materialsystem/stdshaders/bik_dx80.cpp')
-rw-r--r--materialsystem/stdshaders/bik_dx80.cpp95
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