//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $Header: $ // $NoKeywords: $ //===========================================================================// #include "shaderlib/cshader.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" DEFINE_FALLBACK_SHADER( DecalBaseTimesLightmapAlphaBlendSelfIllum, DecalBaseTimesLightmapAlphaBlendSelfIllum_DX6 ) BEGIN_SHADER( DecalBaseTimesLightmapAlphaBlendSelfIllum_DX6, "Help for DecalBaseTimesLightmapAlphaBlendSelfIllum_DX6" ) BEGIN_SHADER_PARAMS SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "decals/decalporthole001b", "decal base texture", 0 ) SHADER_PARAM( SELFILLUMTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "decals/decalporthole001b_mask", "self-illum texture" ) SHADER_PARAM( SELFILLUMTEXTUREFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "self-illum texture frame" ) END_SHADER_PARAMS SHADER_INIT_PARAMS() { SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP ); } SHADER_INIT { LoadTexture( BASETEXTURE ); LoadTexture( SELFILLUMTEXTURE ); } SHADER_DRAW { if( g_pHardwareConfig->GetSamplerCount() < 2 ) { ShaderWarning( "DecalBaseTimesLightmapAlphaBlendSelfIllum: not implemented for single-texturing hardware\n" ); return; } SHADOW_STATE { pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DECAL ); pShaderShadow->EnableBlending( true ); pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE1, OVERBRIGHT ); pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD1 | SHADER_DRAW_LIGHTMAP_TEXCOORD0 ); FogToFogColor(); } DYNAMIC_STATE { pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_LIGHTMAP ); BindTexture( SHADER_SAMPLER1, BASETEXTURE, FRAME ); } Draw(); SHADOW_STATE { SetInitialShadowState( ); pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DECAL ); pShaderShadow->EnableBlending( true ); pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 ); FogToBlack(); } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, SELFILLUMTEXTURE, SELFILLUMTEXTUREFRAME ); } Draw(); } END_SHADER