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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "shaderlib/cshader.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// FIXME!! This version doesn't support vertexalpha to make it blend to white!!!
DEFINE_FALLBACK_SHADER( Modulate, Modulate_DX6 )
BEGIN_SHADER( Modulate_DX6,
"Help for Modulate_DX6" )
BEGIN_SHADER_PARAMS
SHADER_PARAM( WRITEZ, SHADER_PARAM_TYPE_BOOL, "0", "Forces z to be written if set" )
SHADER_PARAM( MOD2X, SHADER_PARAM_TYPE_BOOL, "0", "forces a 2x modulate so that you can brighten and darken things" )
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
}
SHADER_INIT
{
if (params[BASETEXTURE]->IsDefined())
LoadTexture( BASETEXTURE );
}
SHADER_DRAW
{
bool bMod2X = params[MOD2X]->IsDefined() && params[MOD2X]->GetIntValue();
SHADOW_STATE
{
if( bMod2X )
{
EnableAlphaBlending( SHADER_BLEND_DST_COLOR, SHADER_BLEND_SRC_COLOR );
}
else
{
EnableAlphaBlending( SHADER_BLEND_DST_COLOR, SHADER_BLEND_ZERO );
}
if (params[WRITEZ]->GetIntValue() != 0)
{
// This overrides the disabling of depth writes performed in
// EnableAlphaBlending
pShaderShadow->EnableDepthWrites(true);
}
pShaderShadow->EnableConstantColor( true );
int drawFlags = SHADER_DRAW_POSITION;
if (params[BASETEXTURE]->IsTexture())
{
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
drawFlags |= SHADER_DRAW_TEXCOORD0;
}
if (IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR))
{
drawFlags |= SHADER_DRAW_COLOR;
}
pShaderShadow->DrawFlags( drawFlags );
// We need to fog to *white* regardless of overbrighting...
if( bMod2X )
{
FogToGrey();
}
else
{
FogToOOOverbright();
}
}
DYNAMIC_STATE
{
if (params[BASETEXTURE]->IsTexture())
{
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
SetFixedFunctionTextureTransform( MATERIAL_TEXTURE0, BASETEXTURETRANSFORM );
}
// The constant color is the modulation color...
SetColorState( COLOR );
}
Draw( );
}
END_SHADER
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