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path: root/materialsystem/stdshaders/bik_dx80.cpp
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: 
//
// $Header: $
// $NoKeywords: $
//=============================================================================//

#include "BaseVSShader.h"
#include "cpp_shader_constant_register_map.h"

BEGIN_VS_SHADER( Bik_dx80, "Help for Bik_dx80" )
	BEGIN_SHADER_PARAMS
		SHADER_PARAM( YTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Y Bink Texture" )
//		SHADER_PARAM( ATEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "A Bink Texture" )
		SHADER_PARAM( CRTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Cr Bink Texture" )
		SHADER_PARAM( CBTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Cb Bink Texture" )
	END_SHADER_PARAMS

	SHADER_INIT_PARAMS()
	{
	}

	SHADER_FALLBACK
	{
		if ( g_pHardwareConfig->GetDXSupportLevel() < 80 )
		{	
			return "wireframe";
		}
		return 0;
	}

	SHADER_INIT
	{
		if ( params[YTEXTURE]->IsDefined() )
		{
			LoadTexture( YTEXTURE );
		}
//		if ( params[ATEXTURE]->IsDefined() )
//		{
//			LoadTexture( ATEXTURE );
//		}
		if ( params[CRTEXTURE]->IsDefined() )
		{
			LoadTexture( CRTEXTURE );
		}
		if ( params[CBTEXTURE]->IsDefined() )
		{
			LoadTexture( CBTEXTURE );
		}
	}

	SHADER_DRAW
	{
		int nPass;
		for( nPass = 0; nPass < 2; nPass++ )
		{
			SHADOW_STATE
			{
				pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
				pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
				pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
				// we don't do alpha for these on dx8
				//				pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );

				unsigned int flags = VERTEX_POSITION;
				int numTexCoords = 1;
				pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 );

				pShaderShadow->SetVertexShader( "bik_vs11", 0 );
				pShaderShadow->SetPixelShader( "bik_ps11", 0 );
				if( nPass > 0 )
				{
					EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
				}
			}
			DYNAMIC_STATE
			{
				BindTexture( SHADER_SAMPLER0, YTEXTURE, FRAME );
				BindTexture( SHADER_SAMPLER1, CRTEXTURE, FRAME );
				BindTexture( SHADER_SAMPLER2, CBTEXTURE, FRAME );
				// we don't do alpha for these on dx8
				//				BindTexture( SHADER_SAMPLER3, ATEXTURE, FRAME );

				pShaderAPI->SetVertexShaderIndex( 0 );
				pShaderAPI->SetPixelShaderIndex( nPass );

				// We need the view matrix
				LoadViewMatrixIntoVertexShaderConstant( VERTEX_SHADER_VIEWMODEL );
			}
			Draw( );

		}
	}
END_SHADER