//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $Header: $ // $NoKeywords: $ //=============================================================================// #include "BaseVSShader.h" #include "decalmodulate_vs11.inc" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" DEFINE_FALLBACK_SHADER( DecalModulate, DecalModulate_DX8 ) BEGIN_VS_SHADER( DecalModulate_DX8, "" ) BEGIN_SHADER_PARAMS END_SHADER_PARAMS SHADER_FALLBACK { if ( IsPC() && g_pHardwareConfig->GetDXSupportLevel() < 80 ) return "DecalModulate_DX6"; return 0; } SHADER_INIT_PARAMS() { SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); } SHADER_INIT { LoadTexture( BASETEXTURE ); } SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableAlphaTest( true ); pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DECAL ); pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE0, true ); pShaderShadow->EnableBlending( true ); pShaderShadow->BlendFunc( SHADER_BLEND_DST_COLOR, SHADER_BLEND_SRC_COLOR ); FogToGrey(); decalmodulate_vs11_Static_Index vshIndex; s_pShaderShadow->SetVertexShader( "decalmodulate_vs11", vshIndex.GetIndex() ); s_pShaderShadow->SetPixelShader( "decalmodulate_ps11", 0 ); pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0, 0 ); } DYNAMIC_STATE { if ( pShaderAPI->InFlashlightMode() ) { // Don't draw anything for the flashlight pass Draw( false ); return; } BindTexture( SHADER_TEXTURE_STAGE0, BASETEXTURE, FRAME ); // Set an identity base texture transformation Vector4D transformation[2]; transformation[0].Init( 1.0f, 0.0f, 0.0f, 0.0f ); transformation[1].Init( 0.0f, 1.0f, 0.0f, 0.0f ); pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, transformation[0].Base(), 2 ); MaterialFogMode_t fogType = s_pShaderAPI->GetSceneFogMode(); int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0; decalmodulate_vs11_Dynamic_Index vshIndex; vshIndex.SetDOWATERFOG( fogIndex ); vshIndex.SetSKINNING( 0 ); s_pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); } Draw(); } END_SHADER