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path: root/mp/src/materialsystem/stdshaders/cloud_dx9.cpp
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-rw-r--r--mp/src/materialsystem/stdshaders/cloud_dx9.cpp94
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