//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $Header: $ // $NoKeywords: $ //=============================================================================// #include "BaseVSShader.h" #include "worldvertexalpha.inc" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" DEFINE_FALLBACK_SHADER( WorldVertexAlpha, WorldVertexAlpha_DX8 ) BEGIN_VS_SHADER( WorldVertexAlpha_DX8, "Help for WorldVertexAlpha_DX8" ) BEGIN_SHADER_PARAMS END_SHADER_PARAMS SHADER_INIT_PARAMS() { SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP ); } SHADER_INIT { // Load the base texture here! LoadTexture( BASETEXTURE ); } SHADER_DRAW { if( g_pHardwareConfig->SupportsVertexAndPixelShaders() && !UsingEditor( params ) ) { // NOTE: This is the DX8, Non-Hammer version. SHADOW_STATE { // Base time lightmap (Need two texture stages) pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); int fmt = VERTEX_POSITION; pShaderShadow->VertexShaderVertexFormat( fmt, 2, 0, 0 ); pShaderShadow->EnableBlending( true ); // Looks backwards, but this is done so that lightmap alpha = 1 when only // using 1 texture (needed for translucent displacements). pShaderShadow->BlendFunc( SHADER_BLEND_ONE_MINUS_SRC_ALPHA, SHADER_BLEND_SRC_ALPHA ); worldvertexalpha_Static_Index vshIndex; pShaderShadow->SetVertexShader( "WorldVertexAlpha", vshIndex.GetIndex() ); pShaderShadow->SetPixelShader( "WorldVertexAlpha" ); FogToFogColor(); } DYNAMIC_STATE { // Bind the base texture (Stage0) and lightmap (Stage1) BindTexture( SHADER_SAMPLER0, BASETEXTURE ); pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP ); EnablePixelShaderOverbright( 0, true, true ); worldvertexalpha_Dynamic_Index vshIndex; vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); } Draw(); } else { // NOTE: This is the DX7, Hammer version. // FIXME: Gary - you need to write a proper non-fixed function shader for this. SHADOW_STATE { SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP ); pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE1, OVERBRIGHT ); pShaderShadow->EnableBlending( true ); // Looks backwards, but this is done so that lightmap alpha = 1 when only // using 1 texture (needed for translucent displacements). pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); // pShaderShadow->BlendFunc( SHADER_BLEND_ONE_MINUS_SRC_ALPHA, SHADER_BLEND_SRC_ALPHA ); // Use vertex color for Hammer because it puts the blending alpha in the vertices. unsigned int colorFlag = 0; if( UsingEditor( params ) ) { colorFlag |= SHADER_DRAW_COLOR; } pShaderShadow->DrawFlags( colorFlag | SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD1 | SHADER_DRAW_LIGHTMAP_TEXCOORD0 ); } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER1, BASETEXTURE ); pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_LIGHTMAP ); } Draw(); } } END_SHADER