diff options
Diffstat (limited to 'materialsystem/stdshaders/windowimposter_dx80.cpp')
| -rw-r--r-- | materialsystem/stdshaders/windowimposter_dx80.cpp | 70 |
1 files changed, 70 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/windowimposter_dx80.cpp b/materialsystem/stdshaders/windowimposter_dx80.cpp new file mode 100644 index 0000000..970c3c6 --- /dev/null +++ b/materialsystem/stdshaders/windowimposter_dx80.cpp @@ -0,0 +1,70 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#include "BaseVSShader.h" + +#include "windowimposter_vs11.inc" +#include "windowimposter_ps11.inc" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +DEFINE_FALLBACK_SHADER( WindowImposter, WindowImposter_DX80 ) + +BEGIN_VS_SHADER( WindowImposter_DX80, + "Help for WindowImposter_DX80" ) + + BEGIN_SHADER_PARAMS + SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" ) + END_SHADER_PARAMS + + // Set up anything that is necessary to make decisions in SHADER_FALLBACK. + SHADER_INIT_PARAMS() + { + } + + SHADER_FALLBACK + { + if ( IsPC() && g_pHardwareConfig->GetDXSupportLevel() < 80) + return "WindowImposter_DX60"; + + return NULL; + } + + SHADER_INIT + { + LoadCubeMap( ENVMAP ); + } + + SHADER_DRAW + { + SHADOW_STATE + { + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); + + windowimposter_vs11_Static_Index vshIndex; + pShaderShadow->SetVertexShader( "windowimposter_vs11", vshIndex.GetIndex() ); + + pShaderShadow->SetPixelShader("windowimposter_ps11"); + pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 ); + pShaderShadow->EnableBlending( true ); + pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); + pShaderShadow->EnableDepthWrites( false ); + FogToFogColor(); + } + DYNAMIC_STATE + { + windowimposter_vs11_Dynamic_Index vshIndex; + vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); + pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); + + BindTexture( SHADER_SAMPLER0, ENVMAP, -1 ); + SetModulationVertexShaderDynamicState(); + } + Draw(); + } + +END_SHADER |