diff options
Diffstat (limited to 'mp/src/materialsystem/stdshaders/eyes_dx9.cpp')
| -rw-r--r-- | mp/src/materialsystem/stdshaders/eyes_dx9.cpp | 84 |
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 index 00000000..b33ec804 --- /dev/null +++ b/mp/src/materialsystem/stdshaders/eyes_dx9.cpp @@ -0,0 +1,84 @@ +//========= 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 + |