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

96 lines
2.7 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#include "BaseVSShader.h"
#include "waterdudv_vs11.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
BEGIN_VS_SHADER( Water_DuDv, "Help for Water_DuDv" )
BEGIN_SHADER_PARAMS
SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "", "dudv bump map" )
SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" )
SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" )
SHADER_PARAM( REFRACTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "0", "" )
SHADER_PARAM( REFRACTTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "refraction tint" )
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
}
SHADER_FALLBACK
{
return 0;
}
SHADER_INIT
{
if ( params[BUMPMAP]->IsDefined() )
{
LoadTexture( BUMPMAP );
}
if( !params[REFRACTTINT]->IsDefined() )
{
params[REFRACTTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
}
}
SHADER_DRAW
{
SHADOW_STATE
{
pShaderShadow->EnableAlphaWrites( true );
pShaderShadow->EnableColorWrites( true );
pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE0, true );
int fmt = VERTEX_POSITION | VERTEX_NORMAL;
pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0, 0 );
pShaderShadow->SetVertexShader( "WaterDuDv_vs11", 0 );
pShaderShadow->SetPixelShader( "WaterDuDv_ps11", 0 );
DisableFog();
}
DYNAMIC_STATE
{
waterdudv_vs11_Dynamic_Index vshIndex;
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
vshIndex.SetDOFOG( pShaderAPI->GetSceneFogMode() != MATERIAL_FOG_NONE );
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, BUMPTRANSFORM );
Vector4D vec;
const float *pTint = params[REFRACTTINT]->GetVecValue();
float flAverage = ( pTint[0] + pTint[1] + pTint[2] ) / 3.0f;
vec.Init( flAverage, flAverage, flAverage, 1.0f );
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, vec.Base() );
// Amount to refract
SetPixelShaderConstant( 0, REFRACTAMOUNT );
// Used to renormalize
vec.Init( 1.0f, 1.0f, 1.0f, 1.0f );
pShaderAPI->SetPixelShaderConstant( 1, vec.Base() );
// Used to deal with the red channel
vec.Init( 0.0f, 1.0f, 1.0f, 1.0f );
pShaderAPI->SetPixelShaderConstant( 2, vec.Base() );
vec.Init( 1.0f, 0.0f, 0.0f, 0.0f );
pShaderAPI->SetPixelShaderConstant( 3, vec.Base() );
BindTexture( SHADER_TEXTURE_STAGE0, BUMPMAP, BUMPFRAME );
}
Draw();
}
END_SHADER