diff options
Diffstat (limited to 'mp/src/materialsystem/stdshaders/volume_clouds.cpp')
| -rw-r--r-- | mp/src/materialsystem/stdshaders/volume_clouds.cpp | 59 |
1 files changed, 59 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/volume_clouds.cpp b/mp/src/materialsystem/stdshaders/volume_clouds.cpp new file mode 100644 index 00000000..1421dbb4 --- /dev/null +++ b/mp/src/materialsystem/stdshaders/volume_clouds.cpp @@ -0,0 +1,59 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// + +#include "BaseVSShader.h" +#include "volume_clouds_helper.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +DEFINE_FALLBACK_SHADER( VolumeClouds, VolumeClouds_dx9 ) +BEGIN_VS_SHADER( VolumeClouds_dx9, "VolumeClouds" ) + BEGIN_SHADER_PARAMS + SHADER_PARAM( REFRACTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "2", "" ) + SHADER_PARAM( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Texture 1" ) + SHADER_PARAM( BASETEXTURE2, SHADER_PARAM_TYPE_TEXTURE, "", "Texture 2" ) + SHADER_PARAM( BASETEXTURE3, SHADER_PARAM_TYPE_TEXTURE, "", "Texture 3" ) + SHADER_PARAM( TIME, SHADER_PARAM_TYPE_FLOAT, "0.0", "Needs CurrentTime Proxy" ) + END_SHADER_PARAMS + + void SetupVarsVolumeClouds( VolumeCloudsVars_t &info ) + { + info.m_nRefractAmount = REFRACTAMOUNT; + info.m_nTexture1 = BASETEXTURE; + info.m_nTexture2 = BASETEXTURE2; + info.m_nTexture3 = BASETEXTURE3; + info.m_nTime = TIME; + } + + SHADER_INIT_PARAMS() + { + VolumeCloudsVars_t info; + SetupVarsVolumeClouds( info ); + InitParamsVolumeClouds( this, params, pMaterialName, info ); + } + + SHADER_FALLBACK + { + if ( g_pHardwareConfig->GetDXSupportLevel() < 90 ) + { + // Fallback to unlit generic + return "UnlitGeneric_DX8"; + } + + return 0; + } + + SHADER_INIT + { + VolumeCloudsVars_t info; + SetupVarsVolumeClouds( info ); + InitVolumeClouds( this, params, info ); + } + + SHADER_DRAW + { + VolumeCloudsVars_t info; + SetupVarsVolumeClouds( info ); + DrawVolumeClouds( this, params, pShaderAPI, pShaderShadow, info, vertexCompression ); + } +END_SHADER |