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-rw-r--r--materialsystem/stdshaders/portalstaticoverlay_dx60.cpp181
1 files changed, 181 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/portalstaticoverlay_dx60.cpp b/materialsystem/stdshaders/portalstaticoverlay_dx60.cpp
new file mode 100644
index 0000000..709a6bf
--- /dev/null
+++ b/materialsystem/stdshaders/portalstaticoverlay_dx60.cpp
@@ -0,0 +1,181 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "BaseVSShader.h"
+#include "convar.h"
+#include "d3dx.h"
+
+DEFINE_FALLBACK_SHADER( PortalStaticOverlay, PortalStaticOverlay_DX60 );
+
+BEGIN_VS_SHADER( PortalStaticOverlay_DX60,
+ "Help for PortalStaticOverlay_DX60 shader" )
+
+ BEGIN_SHADER_PARAMS
+ SHADER_PARAM_OVERRIDE( COLOR, SHADER_PARAM_TYPE_COLOR, "{255 255 255}", "unused", SHADER_PARAM_NOT_EDITABLE )
+ SHADER_PARAM_OVERRIDE( ALPHA, SHADER_PARAM_TYPE_FLOAT, "1.0", "unused", SHADER_PARAM_NOT_EDITABLE )
+ SHADER_PARAM( STATICAMOUNT, SHADER_PARAM_TYPE_FLOAT, "0.0", "Amount of the static blend texture to blend into the base texture" )
+ SHADER_PARAM( STATICBLENDTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "When adding static, this is the texture that gets blended in" )
+ SHADER_PARAM( STATICBLENDTEXTUREFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" )
+ SHADER_PARAM( ALPHAMASKTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "An alpha mask for odd shaped portals" )
+ SHADER_PARAM( ALPHAMASKTEXTUREFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" )
+ SHADER_PARAM( NOCOLORWRITE, SHADER_PARAM_TYPE_INTEGER, "0", "" )
+ END_SHADER_PARAMS
+
+
+SHADER_INIT_PARAMS()
+{
+ SET_FLAGS( MATERIAL_VAR_TRANSLUCENT );
+}
+
+SHADER_FALLBACK
+{
+ return 0;
+}
+
+
+SHADER_INIT
+{
+ if( params[STATICBLENDTEXTURE]->IsDefined() )
+ LoadTexture( STATICBLENDTEXTURE );
+ if( params[ALPHAMASKTEXTURE]->IsDefined() )
+ LoadTexture( ALPHAMASKTEXTURE );
+
+ if( !params[STATICAMOUNT]->IsDefined() )
+ params[STATICAMOUNT]->SetFloatValue( 0.0f );
+
+ if( !params[STATICBLENDTEXTURE]->IsDefined() )
+ params[STATICBLENDTEXTURE]->SetIntValue( 0 );
+ if( !params[STATICBLENDTEXTUREFRAME]->IsDefined() )
+ params[STATICBLENDTEXTUREFRAME]->SetIntValue( 0 );
+
+ if( !params[ALPHAMASKTEXTURE]->IsDefined() )
+ params[ALPHAMASKTEXTURE]->SetIntValue( 0 );
+ if( !params[ALPHAMASKTEXTUREFRAME]->IsDefined() )
+ params[ALPHAMASKTEXTUREFRAME]->SetIntValue( 0 );
+
+ if( !params[NOCOLORWRITE]->IsDefined() )
+ params[NOCOLORWRITE]->SetIntValue( 0 );
+}
+
+SHADER_DRAW
+{
+ SHADOW_STATE
+ {
+ SetInitialShadowState();
+ FogToFogColor();
+
+ //pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DECAL ); //a portal is effectively a decal on top of a wall
+ pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_NEAREROREQUAL );
+
+ pShaderShadow->EnableDepthWrites( true );
+
+ pShaderShadow->EnableAlphaTest( true );
+ pShaderShadow->EnableColorWrites( params[NOCOLORWRITE]->GetIntValue() == 0 );
+ }
+ DYNAMIC_STATE
+ {
+ pShaderAPI->SetDefaultState();
+ }
+
+ if( params[ALPHAMASKTEXTURE]->IsTexture() )
+ StaticPass_WithAlphaMask( pShaderShadow, pShaderAPI, params ); //portal static texture blending, with an alpha mask
+ else
+ StaticPass_NoAlphaMask( pShaderShadow, pShaderAPI, params ); //portal static texture blending
+}
+
+void StaticPass_NoAlphaMask( IShaderShadow *pShaderShadow, IShaderDynamicAPI *pShaderAPI, IMaterialVar **params )
+{
+ SHADOW_STATE
+ {
+ pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 );
+
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+
+ pShaderShadow->EnableBlending( true );
+ pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
+
+ pShaderShadow->EnableCustomPixelPipe( true );
+ pShaderShadow->CustomTextureStages( 1 );
+
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
+ SHADER_TEXCHANNEL_COLOR,
+ SHADER_TEXOP_SELECTARG1,
+ SHADER_TEXARG_TEXTURE, SHADER_TEXARG_TEXTURE );
+
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
+ SHADER_TEXCHANNEL_ALPHA,
+ SHADER_TEXOP_BLEND_CONSTANTALPHA,
+ SHADER_TEXARG_ZERO, SHADER_TEXARG_ONE );
+ }
+ DYNAMIC_STATE
+ {
+ BindTexture( SHADER_SAMPLER0, STATICBLENDTEXTURE, STATICBLENDTEXTUREFRAME );
+ pShaderAPI->Color4f( 0.0f, 0.0f, 0.0f, params[STATICAMOUNT]->GetFloatValue() );
+ }
+ Draw();
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableCustomPixelPipe( false );
+ }
+}
+
+
+void StaticPass_WithAlphaMask( IShaderShadow *pShaderShadow, IShaderDynamicAPI *pShaderAPI, IMaterialVar **params )
+{
+ SHADOW_STATE
+ {
+ pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_TEXCOORD1 );
+
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
+
+ pShaderShadow->EnableBlending( true );
+ pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
+
+ pShaderShadow->EnableCustomPixelPipe( true );
+ pShaderShadow->CustomTextureStages( 2 );
+
+ //portal static
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
+ SHADER_TEXCHANNEL_COLOR,
+ SHADER_TEXOP_SELECTARG1,
+ SHADER_TEXARG_TEXTURE, SHADER_TEXARG_TEXTURE );
+
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
+ SHADER_TEXCHANNEL_ALPHA,
+ SHADER_TEXOP_BLEND_CONSTANTALPHA,
+ SHADER_TEXARG_ZERO, SHADER_TEXARG_ONE );
+
+
+ //alpha mask
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
+ SHADER_TEXCHANNEL_COLOR,
+ SHADER_TEXOP_SELECTARG1,
+ SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_PREVIOUSSTAGE );
+
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
+ SHADER_TEXCHANNEL_ALPHA,
+ SHADER_TEXOP_MODULATE,
+ SHADER_TEXARG_TEXTUREALPHA, SHADER_TEXARG_PREVIOUSSTAGE );
+ }
+ DYNAMIC_STATE
+ {
+ BindTexture( SHADER_SAMPLER0, STATICBLENDTEXTURE, STATICBLENDTEXTUREFRAME );
+ BindTexture( SHADER_SAMPLER1, ALPHAMASKTEXTURE, ALPHAMASKTEXTUREFRAME );
+
+ pShaderAPI->Color4f( 0.0f, 0.0f, 0.0f, params[STATICAMOUNT]->GetFloatValue() );
+ }
+ Draw();
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableCustomPixelPipe( false );
+ }
+}
+
+END_SHADER
+
+