diff options
Diffstat (limited to 'mp/src/materialsystem/stdshaders/cloud_dx8.cpp')
| -rw-r--r-- | mp/src/materialsystem/stdshaders/cloud_dx8.cpp | 77 |
1 files changed, 77 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/cloud_dx8.cpp b/mp/src/materialsystem/stdshaders/cloud_dx8.cpp new file mode 100644 index 00000000..d3bc2530 --- /dev/null +++ b/mp/src/materialsystem/stdshaders/cloud_dx8.cpp @@ -0,0 +1,77 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $Header: $ +// $NoKeywords: $ +//=============================================================================// + +#include "BaseVSShader.h" +#include "cloud_vs11.inc" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +BEGIN_VS_SHADER( Cloud_dx8, "Help for Cloud" ) + + BEGIN_SHADER_PARAMS + SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/cloud", "cloud texture", 0 ) + SHADER_PARAM( CLOUDALPHATEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/cloudalpha", "cloud alpha texture" ) + SHADER_PARAM( CLOUDSCALE, SHADER_PARAM_TYPE_VEC2, "[1 1]", "cloudscale" ) + SHADER_PARAM( MASKSCALE, SHADER_PARAM_TYPE_VEC2, "[1 1]", "maskscale" ) + END_SHADER_PARAMS + + SHADER_INIT + { + LoadTexture( BASETEXTURE, TEXTUREFLAGS_SRGB ); + LoadTexture( CLOUDALPHATEXTURE, TEXTUREFLAGS_SRGB ); + if ( !params[CLOUDSCALE]->IsDefined() ) + { + params[CLOUDSCALE]->SetVecValue( 1.0f, 1.0f ); + } + if ( !params[MASKSCALE]->IsDefined() ) + { + params[MASKSCALE]->SetVecValue( 1.0f, 1.0f ); + } + } + + SHADER_DRAW + { + SHADOW_STATE + { + pShaderShadow->EnableDepthWrites( false ); + pShaderShadow->EnableBlending( true ); + if ( IS_FLAG_SET( MATERIAL_VAR_ADDITIVE ) ) + { + pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); + } + else + { + pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); + } + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); + pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); + + pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 2, 0, 0 ); + + cloud_vs11_Static_Index vshIndex; + pShaderShadow->SetVertexShader( "cloud_vs11", vshIndex.GetIndex() ); + pShaderShadow->SetPixelShader( "cloud_ps11" ); + + DefaultFog(); + } + + DYNAMIC_STATE + { + BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); + BindTexture( SHADER_SAMPLER1, CLOUDALPHATEXTURE ); + + // handle scrolling of base texture + SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM, CLOUDSCALE ); + SetVertexShaderTextureScale( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, MASKSCALE ); + + pShaderAPI->SetVertexShaderIndex( 0 ); + } + Draw(); + } +END_SHADER |