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-rw-r--r--materialsystem/stdshaders/modulate_dx6.cpp96
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diff --git a/materialsystem/stdshaders/modulate_dx6.cpp b/materialsystem/stdshaders/modulate_dx6.cpp
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+++ b/materialsystem/stdshaders/modulate_dx6.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $Header: $
+// $NoKeywords: $
+//=============================================================================//
+
+#include "shaderlib/cshader.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+// FIXME!! This version doesn't support vertexalpha to make it blend to white!!!
+DEFINE_FALLBACK_SHADER( Modulate, Modulate_DX6 )
+
+BEGIN_SHADER( Modulate_DX6,
+ "Help for Modulate_DX6" )
+
+ BEGIN_SHADER_PARAMS
+ SHADER_PARAM( WRITEZ, SHADER_PARAM_TYPE_BOOL, "0", "Forces z to be written if set" )
+ SHADER_PARAM( MOD2X, SHADER_PARAM_TYPE_BOOL, "0", "forces a 2x modulate so that you can brighten and darken things" )
+ END_SHADER_PARAMS
+
+ SHADER_INIT_PARAMS()
+ {
+ }
+
+ SHADER_INIT
+ {
+ if (params[BASETEXTURE]->IsDefined())
+ LoadTexture( BASETEXTURE );
+ }
+
+ SHADER_DRAW
+ {
+ bool bMod2X = params[MOD2X]->IsDefined() && params[MOD2X]->GetIntValue();
+ SHADOW_STATE
+ {
+ if( bMod2X )
+ {
+ EnableAlphaBlending( SHADER_BLEND_DST_COLOR, SHADER_BLEND_SRC_COLOR );
+ }
+ else
+ {
+ EnableAlphaBlending( SHADER_BLEND_DST_COLOR, SHADER_BLEND_ZERO );
+ }
+
+ if (params[WRITEZ]->GetIntValue() != 0)
+ {
+ // This overrides the disabling of depth writes performed in
+ // EnableAlphaBlending
+ pShaderShadow->EnableDepthWrites(true);
+ }
+
+ pShaderShadow->EnableConstantColor( true );
+
+ int drawFlags = SHADER_DRAW_POSITION;
+
+ if (params[BASETEXTURE]->IsTexture())
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ drawFlags |= SHADER_DRAW_TEXCOORD0;
+ }
+
+ if (IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR))
+ {
+ drawFlags |= SHADER_DRAW_COLOR;
+ }
+
+ pShaderShadow->DrawFlags( drawFlags );
+ // We need to fog to *white* regardless of overbrighting...
+ if( bMod2X )
+ {
+ FogToGrey();
+ }
+ else
+ {
+ FogToOOOverbright();
+ }
+ }
+ DYNAMIC_STATE
+ {
+ if (params[BASETEXTURE]->IsTexture())
+ {
+ BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
+ SetFixedFunctionTextureTransform( MATERIAL_TEXTURE0, BASETEXTURETRANSFORM );
+ }
+
+ // The constant color is the modulation color...
+ SetColorState( COLOR );
+
+ }
+ Draw( );
+ }
+END_SHADER