//========= 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( DecalModulate, DecalModulate_DX6 ) BEGIN_SHADER( DecalModulate_dx6, "Help for DecalModulate_dx6" ) BEGIN_SHADER_PARAMS END_SHADER_PARAMS SHADER_INIT_PARAMS() { SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); } SHADER_INIT { LoadTexture( BASETEXTURE ); } SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableAlphaTest( true ); pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GREATER, 0.0f ); pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DECAL ); pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableBlending( true ); pShaderShadow->BlendFunc( SHADER_BLEND_DST_COLOR, SHADER_BLEND_SRC_COLOR ); pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 ); FogToGrey(); } DYNAMIC_STATE { // This is kinda gross. We really don't want to render anything here for the flashlight // pass since we are multiplying by what is already flashlight lit in the framebuffer. // There is no easy way to draw nothing conditionally, so I'll bind grey and multiply // which shouldn't change the contents of the framebuffer much. if( pShaderAPI->InFlashlightMode() ) { pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY ); } else { BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); } } Draw( ); } END_SHADER