//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $Header: $ // $NoKeywords: $ //===========================================================================// #include "BaseVSShader.h" #include "rift_vs11.inc" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" BEGIN_VS_SHADER( Rift_DX8, "Help for Rift_DX8" ) 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_PARAMS() { SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); } SHADER_INIT { if (params[BASETEXTURE]->IsDefined()) { LoadTexture( BASETEXTURE ); } if (params[TEXTURE2]->IsDefined()) { LoadTexture( TEXTURE2 ); } } SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE0, true ); pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE1, true ); // 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 ); } } int fmt = VERTEX_POSITION; pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 ); pShaderShadow->SetVertexShader( "rift_vs11", 0 ); pShaderShadow->SetPixelShader( "rift_ps11", 0 ); DefaultFog(); } DYNAMIC_STATE { BindTexture( SHADER_TEXTURE_STAGE0, BASETEXTURE, FRAME ); pShaderAPI->SetTextureTransformDimension( 0, 3, true ); BindTexture( SHADER_TEXTURE_STAGE1, TEXTURE2, FRAME2 ); SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, TEXTURE2TRANSFORM ); // used to invert y float c[4] = { 0.0f, 0.0f, 0.0f, -1.0f }; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, c, 1 ); SetModulationPixelShaderDynamicState( 0 ); rift_vs11_Dynamic_Index vshIndex; vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); } Draw(); } END_SHADER