diff options
Diffstat (limited to 'materialsystem/stdshaders/overlay_fit.cpp')
| -rw-r--r-- | materialsystem/stdshaders/overlay_fit.cpp | 90 |
1 files changed, 90 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/overlay_fit.cpp b/materialsystem/stdshaders/overlay_fit.cpp new file mode 100644 index 0000000..489409c --- /dev/null +++ b/materialsystem/stdshaders/overlay_fit.cpp @@ -0,0 +1,90 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#include "BaseVSShader.h" +#include "convar.h" + +#include "overlay_fit_vs11.inc" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +// FIXME: Need to make a dx9 version so that "CENTROID" works. + +BEGIN_VS_SHADER_FLAGS( Overlay_Fit, "Help for TerrainTest2", SHADER_NOT_EDITABLE ) + + BEGIN_SHADER_PARAMS + END_SHADER_PARAMS + + // Set up anything that is necessary to make decisions in SHADER_FALLBACK. + SHADER_INIT_PARAMS() + { + // No texture means no self-illum or env mask in base alpha + CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK ); + + // If in decal mode, no debug override... + if (IS_FLAG_SET(MATERIAL_VAR_DECAL)) + { + SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); + } + + SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP ); + } + + SHADER_FALLBACK + { + if ( IsPC() && !g_pHardwareConfig->SupportsVertexAndPixelShaders() ) + return "WorldTwoTextureBlend"; + + return 0; + } + + SHADER_INIT + { + CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK ); + LoadTexture( BASETEXTURE ); + } + + SHADER_DRAW + { + SHADOW_STATE + { + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // BASETEXTURE + pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // LIGHTMAP + pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // BASETEXTURE + + // texcoord0 : base texcoord + // texcoord1 : alpha texcoord (mapped to fill the overlay) + unsigned int flags = VERTEX_POSITION | VERTEX_COLOR; + int numTexCoords = 3; + pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 ); + + pShaderShadow->EnableBlending( true ); + pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); + + pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DECAL ); + + overlay_fit_vs11_Static_Index vshIndex; + pShaderShadow->SetVertexShader( "Overlay_Fit_vs11", vshIndex.GetIndex() ); + + pShaderShadow->SetPixelShader ( "Overlay_Fit_ps11", 0 ); + + FogToFogColor(); + } + DYNAMIC_STATE + { + BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); + pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP ); + BindTexture( SHADER_SAMPLER2, BASETEXTURE, FRAME ); + + overlay_fit_vs11_Dynamic_Index vshIndex; + vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); + pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); + } + Draw(); + } +END_SHADER + |