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-rw-r--r--materialsystem/stdshaders/portal_refract_dx8.cpp83
1 files changed, 83 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/portal_refract_dx8.cpp b/materialsystem/stdshaders/portal_refract_dx8.cpp
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+++ b/materialsystem/stdshaders/portal_refract_dx8.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+
+#include "BaseVSShader.h"
+#include "portal_refract_dx8_helper.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+DEFINE_FALLBACK_SHADER( PortalRefract, PortalRefract_dx8 )
+BEGIN_VS_SHADER( PortalRefract_dx8, "PortalRefract_dx8" )
+ BEGIN_SHADER_PARAMS
+ SHADER_PARAM( STAGE, SHADER_PARAM_TYPE_INTEGER, "0", "Stage of portal rendering (0, 1, 2)" )
+ SHADER_PARAM( PORTALOPENAMOUNT, SHADER_PARAM_TYPE_FLOAT, "0.0", "Portal open amount 0.0-1.0" )
+ SHADER_PARAM( PORTALSTATIC, SHADER_PARAM_TYPE_FLOAT, "0.0", "Portal static amount 0.0-1.0" )
+ SHADER_PARAM( PORTALMASKTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Mask texture" )
+ SHADER_PARAM( TEXTURETRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "Texcoord transform" )
+ SHADER_PARAM( PORTALCOLORTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Color texture" )
+ SHADER_PARAM( PORTALCOLORSCALE, SHADER_PARAM_TYPE_FLOAT, "0.0", "Portal color scale" )
+ END_SHADER_PARAMS
+
+ void SetupVarsPortalRefract_DX8( PortalRefractVarsDX8_t &info )
+ {
+ info.m_nStage = STAGE;
+ info.m_nPortalOpenAmount = PORTALOPENAMOUNT;
+ info.m_nPortalStatic = PORTALSTATIC;
+ info.m_nPortalMaskTexture = PORTALMASKTEXTURE;
+ info.m_nTextureTransform = TEXTURETRANSFORM;
+ info.m_nPortalColorTexture = PORTALCOLORTEXTURE;
+ info.m_nPortalColorScale = PORTALCOLORSCALE;
+ }
+
+ bool NeedsPowerOfTwoFrameBufferTexture( IMaterialVar **params, bool bCheckSpecificToThisFrame ) const
+ {
+ return false;
+ }
+
+ SHADER_INIT_PARAMS()
+ {
+ PortalRefractVarsDX8_t info;
+ SetupVarsPortalRefract_DX8( info );
+ InitParamsPortalRefract_DX8( this, params, pMaterialName, info );
+ }
+
+ SHADER_FALLBACK
+ {
+ if ( g_pHardwareConfig->GetDXSupportLevel() < 80 )
+ {
+ return "Wireframe";
+ }
+
+ return 0;
+ }
+
+ SHADER_INIT
+ {
+ PortalRefractVarsDX8_t info;
+ SetupVarsPortalRefract_DX8( info );
+ InitPortalRefract_DX8( this, params, info );
+ }
+
+ SHADER_DRAW
+ {
+ // Skip drawing stage 0 in DX8
+ bool bDraw = true;
+ if ( params[STAGE]->GetIntValue() == 0 )
+ {
+ bDraw = false;
+ }
+
+ // If ( snapshotting ) or ( we need to draw this frame )
+ if ( ( pShaderShadow != NULL ) || ( bDraw == true ) )
+ {
+ PortalRefractVarsDX8_t info;
+ SetupVarsPortalRefract_DX8( info );
+ DrawPortalRefract_DX8( this, params, pShaderAPI, pShaderShadow, info );
+ }
+ else // We're not snapshotting and we don't need to draw this frame
+ {
+ // Skip this pass!
+ Draw( false );
+ }
+ }
+END_SHADER