//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "BaseVSShader.h" #include "windowimposter_vs11.inc" #include "windowimposter_ps11.inc" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" DEFINE_FALLBACK_SHADER( WindowImposter, WindowImposter_DX80 ) BEGIN_VS_SHADER( WindowImposter_DX80, "Help for WindowImposter_DX80" ) BEGIN_SHADER_PARAMS SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" ) END_SHADER_PARAMS // Set up anything that is necessary to make decisions in SHADER_FALLBACK. SHADER_INIT_PARAMS() { } SHADER_FALLBACK { if ( IsPC() && g_pHardwareConfig->GetDXSupportLevel() < 80) return "WindowImposter_DX60"; return NULL; } SHADER_INIT { LoadCubeMap( ENVMAP ); } SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); windowimposter_vs11_Static_Index vshIndex; pShaderShadow->SetVertexShader( "windowimposter_vs11", vshIndex.GetIndex() ); pShaderShadow->SetPixelShader("windowimposter_ps11"); pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 ); pShaderShadow->EnableBlending( true ); pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); pShaderShadow->EnableDepthWrites( false ); FogToFogColor(); } DYNAMIC_STATE { windowimposter_vs11_Dynamic_Index vshIndex; vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); BindTexture( SHADER_SAMPLER0, ENVMAP, -1 ); SetModulationVertexShaderDynamicState(); } Draw(); } END_SHADER