hl2_src-leak-2017/src/materialsystem/stdshaders/teeth_dx6.cpp

70 lines
1.7 KiB
C++

//========= 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