//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $Header: $ // $NoKeywords: $ //=============================================================================// #include "BaseVSShader.h" #include "cloud_vs11.inc" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" BEGIN_VS_SHADER( Cloud_dx8, "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, TEXTUREFLAGS_SRGB ); LoadTexture( CLOUDALPHATEXTURE, TEXTUREFLAGS_SRGB ); if ( !params[CLOUDSCALE]->IsDefined() ) { params[CLOUDSCALE]->SetVecValue( 1.0f, 1.0f ); } if ( !params[MASKSCALE]->IsDefined() ) { params[MASKSCALE]->SetVecValue( 1.0f, 1.0f ); } } SHADER_DRAW { 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->VertexShaderVertexFormat( VERTEX_POSITION, 2, 0, 0 ); cloud_vs11_Static_Index vshIndex; pShaderShadow->SetVertexShader( "cloud_vs11", vshIndex.GetIndex() ); pShaderShadow->SetPixelShader( "cloud_ps11" ); DefaultFog(); } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); BindTexture( SHADER_SAMPLER1, CLOUDALPHATEXTURE ); // handle scrolling of base texture SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM, CLOUDSCALE ); SetVertexShaderTextureScale( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, MASKSCALE ); pShaderAPI->SetVertexShaderIndex( 0 ); } Draw(); } END_SHADER