//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $Header: $ // $NoKeywords: $ //=============================================================================// #include "BaseVSShader.h" #include "cpp_shader_constant_register_map.h" BEGIN_VS_SHADER( Bik_dx80, "Help for Bik_dx80" ) BEGIN_SHADER_PARAMS SHADER_PARAM( YTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Y Bink Texture" ) // SHADER_PARAM( ATEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "A Bink Texture" ) SHADER_PARAM( CRTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Cr Bink Texture" ) SHADER_PARAM( CBTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Cb Bink Texture" ) END_SHADER_PARAMS SHADER_INIT_PARAMS() { } SHADER_FALLBACK { if ( g_pHardwareConfig->GetDXSupportLevel() < 80 ) { return "wireframe"; } return 0; } SHADER_INIT { if ( params[YTEXTURE]->IsDefined() ) { LoadTexture( YTEXTURE ); } // if ( params[ATEXTURE]->IsDefined() ) // { // LoadTexture( ATEXTURE ); // } if ( params[CRTEXTURE]->IsDefined() ) { LoadTexture( CRTEXTURE ); } if ( params[CBTEXTURE]->IsDefined() ) { LoadTexture( CBTEXTURE ); } } SHADER_DRAW { int nPass; for( nPass = 0; nPass < 2; nPass++ ) { SHADOW_STATE { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // we don't do alpha for these on dx8 // pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); unsigned int flags = VERTEX_POSITION; int numTexCoords = 1; pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 ); pShaderShadow->SetVertexShader( "bik_vs11", 0 ); pShaderShadow->SetPixelShader( "bik_ps11", 0 ); if( nPass > 0 ) { EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); } } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, YTEXTURE, FRAME ); BindTexture( SHADER_SAMPLER1, CRTEXTURE, FRAME ); BindTexture( SHADER_SAMPLER2, CBTEXTURE, FRAME ); // we don't do alpha for these on dx8 // BindTexture( SHADER_SAMPLER3, ATEXTURE, FRAME ); pShaderAPI->SetVertexShaderIndex( 0 ); pShaderAPI->SetPixelShaderIndex( nPass ); // We need the view matrix LoadViewMatrixIntoVertexShaderConstant( VERTEX_SHADER_VIEWMODEL ); } Draw( ); } } END_SHADER