diff options
Diffstat (limited to 'mp/src/materialsystem/stdshaders/cloud_dx9.cpp')
| -rw-r--r-- | mp/src/materialsystem/stdshaders/cloud_dx9.cpp | 94 |
1 files changed, 94 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/cloud_dx9.cpp b/mp/src/materialsystem/stdshaders/cloud_dx9.cpp new file mode 100644 index 00000000..4b04b8b4 --- /dev/null +++ b/mp/src/materialsystem/stdshaders/cloud_dx9.cpp @@ -0,0 +1,94 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// DirectX 9 Cloud shader +// +//=============================================================================== + +#include "BaseVSShader.h" +#include "cloud_vs20.inc" +#include "cloud_ps20.inc" + + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +DEFINE_FALLBACK_SHADER( Cloud, Cloud_dx9 ) + +BEGIN_VS_SHADER( Cloud_dx9, "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_FALLBACK + { + if( g_pHardwareConfig->GetDXSupportLevel() < 90 ) + return "Cloud_dx8"; + + return 0; + } + + 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 ); + + DECLARE_STATIC_VERTEX_SHADER( cloud_vs20 ); + SET_STATIC_VERTEX_SHADER( cloud_vs20 ); + + DECLARE_STATIC_PIXEL_SHADER( cloud_ps20 ); + SET_STATIC_PIXEL_SHADER( cloud_ps20 ); + + 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 ); + + DECLARE_DYNAMIC_VERTEX_SHADER( cloud_vs20 ); + SET_DYNAMIC_VERTEX_SHADER( cloud_vs20 ); + + DECLARE_DYNAMIC_PIXEL_SHADER( cloud_ps20 ); + SET_DYNAMIC_PIXEL_SHADER( cloud_ps20 ); + } + + Draw(); + } +END_SHADER |