//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "BaseVSShader.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" DEFINE_FALLBACK_SHADER( Teeth, Teeth_DX6 ) BEGIN_VS_SHADER( Teeth_DX6, "Help for Teeth_DX6" ) BEGIN_SHADER_PARAMS SHADER_PARAM( ILLUMFACTOR, SHADER_PARAM_TYPE_FLOAT, "1", "Amount to darken or brighten the teeth" ) SHADER_PARAM( FORWARD, SHADER_PARAM_TYPE_VEC3, "[1 0 0]", "Forward direction vector for teeth lighting" ) END_SHADER_PARAMS SHADER_INIT_PARAMS() { // FLASHLIGHTFIXME params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" ); SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); } SHADER_INIT { LoadTexture( FLASHLIGHTTEXTURE ); LoadTexture( BASETEXTURE ); } void DrawUsingSoftwareLighting( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow ) { SHADOW_STATE { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE0, OVERBRIGHT ); pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_COLOR | SHADER_DRAW_TEXCOORD0 ); FogToFogColor(); } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); } Draw(); } SHADER_DRAW { SHADOW_STATE { SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT ); } bool hasFlashlight = UsingFlashlight( params ); if( hasFlashlight ) { DrawFlashlight_dx70( params, pShaderAPI, pShaderShadow, FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME ); } else { DrawUsingSoftwareLighting( params, pShaderAPI, pShaderShadow ); } } END_SHADER