summaryrefslogtreecommitdiff
path: root/materialsystem/stdshaders/water_dudv.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'materialsystem/stdshaders/water_dudv.cpp')
-rw-r--r--materialsystem/stdshaders/water_dudv.cpp95
1 files changed, 95 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/water_dudv.cpp b/materialsystem/stdshaders/water_dudv.cpp
new file mode 100644
index 0000000..cf29c18
--- /dev/null
+++ b/materialsystem/stdshaders/water_dudv.cpp
@@ -0,0 +1,95 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//===========================================================================//
+
+
+#include "BaseVSShader.h"
+
+#include "waterdudv_vs11.inc"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+BEGIN_VS_SHADER( Water_DuDv, "Help for Water_DuDv" )
+
+ BEGIN_SHADER_PARAMS
+ SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "", "dudv bump map" )
+ SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" )
+ SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" )
+ SHADER_PARAM( REFRACTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "0", "" )
+ SHADER_PARAM( REFRACTTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "refraction tint" )
+ END_SHADER_PARAMS
+
+ SHADER_INIT_PARAMS()
+ {
+ }
+
+ SHADER_FALLBACK
+ {
+ return 0;
+ }
+
+ SHADER_INIT
+ {
+ if ( params[BUMPMAP]->IsDefined() )
+ {
+ LoadTexture( BUMPMAP );
+ }
+ if( !params[REFRACTTINT]->IsDefined() )
+ {
+ params[REFRACTTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
+ }
+ }
+
+ SHADER_DRAW
+ {
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableAlphaWrites( true );
+ pShaderShadow->EnableColorWrites( true );
+ pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE0, true );
+ int fmt = VERTEX_POSITION | VERTEX_NORMAL;
+ pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0, 0 );
+
+ pShaderShadow->SetVertexShader( "WaterDuDv_vs11", 0 );
+ pShaderShadow->SetPixelShader( "WaterDuDv_ps11", 0 );
+ DisableFog();
+ }
+ DYNAMIC_STATE
+ {
+ waterdudv_vs11_Dynamic_Index vshIndex;
+ vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
+ vshIndex.SetDOFOG( pShaderAPI->GetSceneFogMode() != MATERIAL_FOG_NONE );
+ pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
+
+ SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, BUMPTRANSFORM );
+
+ Vector4D vec;
+ const float *pTint = params[REFRACTTINT]->GetVecValue();
+ float flAverage = ( pTint[0] + pTint[1] + pTint[2] ) / 3.0f;
+ vec.Init( flAverage, flAverage, flAverage, 1.0f );
+ pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, vec.Base() );
+
+ // Amount to refract
+ SetPixelShaderConstant( 0, REFRACTAMOUNT );
+
+ // Used to renormalize
+ vec.Init( 1.0f, 1.0f, 1.0f, 1.0f );
+ pShaderAPI->SetPixelShaderConstant( 1, vec.Base() );
+
+ // Used to deal with the red channel
+ vec.Init( 0.0f, 1.0f, 1.0f, 1.0f );
+ pShaderAPI->SetPixelShaderConstant( 2, vec.Base() );
+
+ vec.Init( 1.0f, 0.0f, 0.0f, 0.0f );
+ pShaderAPI->SetPixelShaderConstant( 3, vec.Base() );
+
+ BindTexture( SHADER_TEXTURE_STAGE0, BUMPMAP, BUMPFRAME );
+ }
+ Draw();
+ }
+END_SHADER
+