//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "shaderlib/cshader.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" BEGIN_SHADER_FLAGS( Decal, "Help for Decal", SHADER_NOT_EDITABLE ) BEGIN_SHADER_PARAMS END_SHADER_PARAMS SHADER_INIT_PARAMS() { SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); } SHADER_INIT { LoadTexture( BASETEXTURE ); } SHADER_DRAW { // vertex alpha 0 = mod2x, vertex alpha 1 = src_alpha,1-src_alpha // need to set constant color to grey SHADOW_STATE { // common stuff pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DECAL ); pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); pShaderShadow->EnableBlending( true ); } // MOD2X pass SHADOW_STATE { pShaderShadow->EnableCustomPixelPipe( true ); pShaderShadow->CustomTextureStages( 2 ); // color = texture // alpha = vertexalpha pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_SELECTARG1, SHADER_TEXARG_TEXTURE, SHADER_TEXARG_NONE ); pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1, SHADER_TEXARG_SPECULARCOLOR, SHADER_TEXARG_NONE ); // color = texture // alpha = blend pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1, SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_BLEND_PREVIOUSSTAGEALPHA, SHADER_TEXARG_CONSTANTCOLOR, SHADER_TEXARG_PREVIOUSSTAGE ); pShaderShadow->BlendFunc( SHADER_BLEND_DST_COLOR, SHADER_BLEND_SRC_COLOR ); FogToGrey(); pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_SPECULAR | SHADER_DRAW_LIGHTMAP_TEXCOORD1 ); } DYNAMIC_STATE { pShaderAPI->Color3f( 0.5f, 0.5f, 0.5f ); BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP ); } Draw(); // srcalpha,1-srcalpha pass SHADOW_STATE { pShaderShadow->EnableCustomPixelPipe( true ); pShaderShadow->CustomTextureStages( 2 ); // color = texture // alpha = texture if (IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR )) { pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATE, SHADER_TEXARG_TEXTURE, SHADER_TEXARG_VERTEXCOLOR ); } else { pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_SELECTARG1, SHADER_TEXARG_TEXTURE, SHADER_TEXARG_NONE ); } if( IS_FLAG_SET( MATERIAL_VAR_VERTEXALPHA ) ) { pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_MODULATE, SHADER_TEXARG_TEXTURE, SHADER_TEXARG_VERTEXCOLOR ); } else { pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1, SHADER_TEXARG_TEXTURE, SHADER_TEXARG_NONE ); } // color = texture [* vertex color] * lightmap color // alpha = texture alpha [* vertex alpha] * specular alpha pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1, SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATE2X, SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_TEXTURE ); pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1, SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_MODULATE, SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_SPECULARCOLOR ); pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); FogToFogColor(); } DYNAMIC_STATE { SetColorState( COLOR ); } Draw(); } END_SHADER