//========= 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" BEGIN_SHADER( Cloud, "Help for Cloud" ) BEGIN_SHADER_PARAMS SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/cloud", "cloud texture", 0 ) SHADER_PARAM( CLOUDALPHATEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/cloudalpha", "cloud alpha texture" ) SHADER_PARAM( CLOUDSCALE, SHADER_PARAM_TYPE_VEC2, "[1 1]", "cloudscale" ) SHADER_PARAM( MASKSCALE, SHADER_PARAM_TYPE_VEC2, "[1 1]", "maskscale" ) END_SHADER_PARAMS SHADER_INIT { LoadTexture( BASETEXTURE ); LoadTexture( CLOUDALPHATEXTURE ); if( !params[CLOUDSCALE]->IsDefined() ) { params[CLOUDSCALE]->SetVecValue( 1.0f, 1.0f ); } if( !params[MASKSCALE]->IsDefined() ) { params[MASKSCALE]->SetVecValue( 1.0f, 1.0f ); } } SHADER_DRAW { if( g_pHardwareConfig->GetSamplerCount() >= 2 ) { SHADOW_STATE { pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnableBlending( true ); if ( IS_FLAG_SET( MATERIAL_VAR_ADDITIVE ) ) { pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); } else { pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); } pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_TEXCOORD1 ); DefaultFog(); } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); BindTexture( SHADER_SAMPLER1, CLOUDALPHATEXTURE ); // handle scrolling of base texture SetFixedFunctionTextureScaledTransform( MATERIAL_TEXTURE0, BASETEXTURETRANSFORM, CLOUDSCALE ); SetFixedFunctionTextureScale( MATERIAL_TEXTURE1, MASKSCALE ); } Draw(); } else { ShaderWarning("Cloud not supported for single-texturing boards!\n"); } } END_SHADER