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Diffstat (limited to 'mp/src/materialsystem/stdshaders/eyes_dx9.cpp')
-rw-r--r--mp/src/materialsystem/stdshaders/eyes_dx9.cpp84
1 files changed, 84 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/eyes_dx9.cpp b/mp/src/materialsystem/stdshaders/eyes_dx9.cpp
new file mode 100644
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+++ b/mp/src/materialsystem/stdshaders/eyes_dx9.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: eye renderer
+//
+// $Header: $
+// $NoKeywords: $
+//=============================================================================//
+
+#include "BaseVSShader.h"
+#include "eyes_dx8_dx9_helper.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+DEFINE_FALLBACK_SHADER( eyes, Eyes_dx9 )
+
+BEGIN_VS_SHADER( Eyes_dx9, "Help for Eyes" )
+
+ BEGIN_SHADER_PARAMS
+ SHADER_PARAM( IRIS, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "iris texture" )
+ SHADER_PARAM( IRISFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame for the iris texture" )
+ SHADER_PARAM( GLINT, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "glint texture" )
+ SHADER_PARAM( EYEORIGIN, SHADER_PARAM_TYPE_VEC3, "[0 0 0]", "origin for the eyes" )
+ SHADER_PARAM( EYEUP, SHADER_PARAM_TYPE_VEC3, "[0 0 1]", "up vector for the eyes" )
+ SHADER_PARAM( IRISU, SHADER_PARAM_TYPE_VEC4, "[0 1 0 0 ]", "U projection vector for the iris" )
+ SHADER_PARAM( IRISV, SHADER_PARAM_TYPE_VEC4, "[0 0 1 0]", "V projection vector for the iris" )
+ SHADER_PARAM( GLINTU, SHADER_PARAM_TYPE_VEC4, "[0 1 0 0]", "U projection vector for the glint" )
+ SHADER_PARAM( GLINTV, SHADER_PARAM_TYPE_VEC4, "[0 0 1 0]", "V projection vector for the glint" )
+ SHADER_PARAM( DILATION, SHADER_PARAM_TYPE_FLOAT, "0", "Pupil dilation (0 is none, 1 is maximal)" )
+ SHADER_PARAM( INTRO, SHADER_PARAM_TYPE_BOOL, "0", "is eyes in the ep1 intro" )
+ SHADER_PARAM( ENTITYORIGIN, SHADER_PARAM_TYPE_VEC3,"0.0","center if the model in world space" )
+ SHADER_PARAM( WARPPARAM, SHADER_PARAM_TYPE_FLOAT,"0.0","animation param between 0 and 1" )
+ END_SHADER_PARAMS
+
+ void SetupVars( Eyes_DX8_DX9_Vars_t &info )
+ {
+ info.m_nBaseTexture = BASETEXTURE;
+ info.m_nFrame = FRAME;
+ info.m_nIris = IRIS;
+ info.m_nIrisFrame = IRISFRAME;
+ info.m_nGlint = GLINT;
+ info.m_nEyeOrigin = EYEORIGIN;
+ info.m_nEyeUp = EYEUP;
+ info.m_nIrisU = IRISU;
+ info.m_nIrisV = IRISV;
+ info.m_nGlintU = GLINTU;
+ info.m_nGlintV = GLINTV;
+ info.m_nDilation = DILATION;
+ info.m_nIntro = INTRO;
+ info.m_nEntityOrigin = ENTITYORIGIN;
+ info.m_nWarpParam = WARPPARAM;
+ }
+
+ SHADER_INIT_PARAMS()
+ {
+ Eyes_DX8_DX9_Vars_t info;
+ SetupVars( info );
+ InitParamsEyes_DX8_DX9( this, params, pMaterialName, info );
+ }
+
+ SHADER_FALLBACK
+ {
+ if ( g_pHardwareConfig->GetDXSupportLevel() < 90 )
+ return "Eyes_dx8";
+
+ return 0;
+ }
+
+ SHADER_INIT
+ {
+ Eyes_DX8_DX9_Vars_t info;
+ SetupVars( info );
+ InitEyes_DX8_DX9( this, params, info );
+ }
+
+
+ SHADER_DRAW
+ {
+ Eyes_DX8_DX9_Vars_t info;
+ SetupVars( info );
+ DrawEyes_DX8_DX9( true, this, params, pShaderAPI, pShaderShadow, info, vertexCompression );
+ }
+END_SHADER
+