mirror of
https://github.com/Gigaslav/HL2Overcharged.git
synced 2026-01-06 10:10:03 +03:00
Init comit
This commit is contained in:
95
materialsystem/stdshaders/water_dudv.cpp
Normal file
95
materialsystem/stdshaders/water_dudv.cpp
Normal file
@@ -0,0 +1,95 @@
|
||||
//========= 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
|
||||
|
||||
Reference in New Issue
Block a user