//========= 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" BEGIN_SHADER( Rift_DX6, "Help for Rift_DX6" ) BEGIN_SHADER_PARAMS SHADER_PARAM( TEXTURE2, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "second texture" ) SHADER_PARAM( FRAME2, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $texture2" ) SHADER_PARAM( TEXTURE2TRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$texture2 texcoord transform" ) END_SHADER_PARAMS SHADER_INIT { if (params[BASETEXTURE]->IsDefined()) { LoadTexture( BASETEXTURE ); } if (params[TEXTURE2]->IsDefined()) { LoadTexture( TEXTURE2 ); } } SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); SetModulationShadowState(); // Either we've got a constant modulation bool isTranslucent = IsAlphaModulating(); // Or we've got a texture alpha on either texture isTranslucent = isTranslucent || TextureIsTranslucent( BASETEXTURE, true ) || TextureIsTranslucent( TEXTURE2, true ); if ( isTranslucent ) { if ( IS_FLAG_SET(MATERIAL_VAR_ADDITIVE) ) { EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE ); } else { EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); } } else { if ( IS_FLAG_SET(MATERIAL_VAR_ADDITIVE) ) { EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); } } pShaderShadow->EnableTexGen( SHADER_TEXTURE_STAGE0, true ); pShaderShadow->TexGen( SHADER_TEXTURE_STAGE0, SHADER_TEXGENPARAM_EYE_LINEAR ); pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD1 ); DefaultFog(); } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); // 1) Take a coordinate in camera space // 2) Flip Y by multiplying by -1 // 3) Transform from [-w,w] to [0,2*w] // 4) Transform from [0,2*w] to [0,w] // We'll end up dividing by w in the pixel shader to get to [0,1] VMatrix matProjection, matYFlip, matHalf, matOffset, matBaseTransform; s_pShaderAPI->GetMatrix( MATERIAL_PROJECTION, matProjection.m[0] ); MatrixTranspose( matProjection, matProjection ); MatrixBuildScale( matYFlip, 1.0f, -1.0f, 1.0f ); MatrixBuildTranslation( matOffset, 1.0f, 1.0f, 0.0f ); MatrixBuildScale( matHalf, 0.5f, 0.5f, 1.0f ); MatrixMultiply( matYFlip, matProjection, matBaseTransform ); MatrixMultiply( matOffset, matBaseTransform, matBaseTransform ); MatrixMultiply( matHalf, matBaseTransform, matBaseTransform ); // tranpose before going into the shaderapi. . . suck MatrixTranspose( matBaseTransform, matBaseTransform ); s_pShaderAPI->MatrixMode( MATERIAL_TEXTURE0 ); s_pShaderAPI->LoadMatrix( &matBaseTransform[0][0] ); // NOTE: This *must* be set after LoadMatrix since LoadMatrix slams the texture dimension pShaderAPI->SetTextureTransformDimension( SHADER_TEXTURE_STAGE0, 3, true ); BindTexture( SHADER_SAMPLER1, TEXTURE2, FRAME2 ); SetFixedFunctionTextureTransform( MATERIAL_TEXTURE1, TEXTURE2TRANSFORM ); SetModulationDynamicState(); } Draw(); } END_SHADER