//========= 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" // FIXME!! This version doesn't support vertexalpha to make it blend to white!!! DEFINE_FALLBACK_SHADER( Modulate, Modulate_DX6 ) BEGIN_SHADER( Modulate_DX6, "Help for Modulate_DX6" ) BEGIN_SHADER_PARAMS SHADER_PARAM( WRITEZ, SHADER_PARAM_TYPE_BOOL, "0", "Forces z to be written if set" ) SHADER_PARAM( MOD2X, SHADER_PARAM_TYPE_BOOL, "0", "forces a 2x modulate so that you can brighten and darken things" ) END_SHADER_PARAMS SHADER_INIT_PARAMS() { } SHADER_INIT { if (params[BASETEXTURE]->IsDefined()) LoadTexture( BASETEXTURE ); } SHADER_DRAW { bool bMod2X = params[MOD2X]->IsDefined() && params[MOD2X]->GetIntValue(); SHADOW_STATE { if( bMod2X ) { EnableAlphaBlending( SHADER_BLEND_DST_COLOR, SHADER_BLEND_SRC_COLOR ); } else { EnableAlphaBlending( SHADER_BLEND_DST_COLOR, SHADER_BLEND_ZERO ); } if (params[WRITEZ]->GetIntValue() != 0) { // This overrides the disabling of depth writes performed in // EnableAlphaBlending pShaderShadow->EnableDepthWrites(true); } pShaderShadow->EnableConstantColor( true ); int drawFlags = SHADER_DRAW_POSITION; if (params[BASETEXTURE]->IsTexture()) { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); drawFlags |= SHADER_DRAW_TEXCOORD0; } if (IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR)) { drawFlags |= SHADER_DRAW_COLOR; } pShaderShadow->DrawFlags( drawFlags ); // We need to fog to *white* regardless of overbrighting... if( bMod2X ) { FogToGrey(); } else { FogToOOOverbright(); } } DYNAMIC_STATE { if (params[BASETEXTURE]->IsTexture()) { BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); SetFixedFunctionTextureTransform( MATERIAL_TEXTURE0, BASETEXTURETRANSFORM ); } // The constant color is the modulation color... SetColorState( COLOR ); } Draw( ); } END_SHADER