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https://github.com/celisej567/source-sdk-2013.git
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This should include the latest version of every shader that was in the 2007 SDK. It also includes a smattering of debug shaders, both VR distortion shaders, and other assorted shaders that will hopefully be useful. None of these new files are included in the game shader DLL project. If you need to modify one of these shaders for use in your mod you will need to rename it so that you don't collide with the version of that shader that lives in stdshader_dx9.dll.
82 lines
2.8 KiB
C++
82 lines
2.8 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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#include "worldvertextransition_dx8_helper.h"
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#include "BaseVSShader.h"
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#include "WorldVertexTransition.inc"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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void InitParamsWorldVertexTransitionEditor_DX8( IMaterialVar** params, WorldVertexTransitionEditor_DX8_Vars_t &info )
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{
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
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}
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void InitWorldVertexTransitionEditor_DX8( CBaseVSShader *pShader, IMaterialVar** params, WorldVertexTransitionEditor_DX8_Vars_t &info )
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{
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if ( params[info.m_nBaseTextureVar]->IsDefined() )
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{
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pShader->LoadTexture( info.m_nBaseTextureVar );
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}
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if ( params[info.m_nBaseTexture2Var]->IsDefined() )
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{
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pShader->LoadTexture( info.m_nBaseTexture2Var );
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}
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}
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void DrawWorldVertexTransitionEditor_DX8( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, WorldVertexTransitionEditor_DX8_Vars_t &info )
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{
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SHADOW_STATE
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{
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// This is the dx8 worldcraft version (non-bumped always.. too bad)
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
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int fmt = VERTEX_POSITION | VERTEX_COLOR;
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pShaderShadow->VertexShaderVertexFormat( fmt, 2, 0, 0 );
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worldvertextransition_Static_Index vshIndex;
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pShaderShadow->SetVertexShader( "WorldVertexTransition", vshIndex.GetIndex() );
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pShaderShadow->SetPixelShader( "WorldVertexTransition_Editor" );
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pShader->FogToFogColor();
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}
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DYNAMIC_STATE
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{
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pShader->BindTexture( SHADER_SAMPLER0, info.m_nBaseTextureVar, info.m_nBaseTextureFrameVar );
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pShader->BindTexture( SHADER_SAMPLER1, info.m_nBaseTexture2Var, info.m_nBaseTexture2FrameVar );
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// Texture 3 = lightmap
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_LIGHTMAP );
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pShader->EnablePixelShaderOverbright( 0, true, true );
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// JasonM - Gnarly hack since we're calling this legacy shader from DX9
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int nTextureTransformConst = VERTEX_SHADER_SHADER_SPECIFIC_CONST_0;
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int nTextureTransformConst2 = VERTEX_SHADER_SHADER_SPECIFIC_CONST_2;
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if ( g_pHardwareConfig->GetDXSupportLevel() >= 90)
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{
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nTextureTransformConst -= 10;
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nTextureTransformConst2 -= 10;
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}
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pShader->SetVertexShaderTextureTransform( nTextureTransformConst, info.m_nBaseTextureTransformVar );
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pShader->SetVertexShaderTextureTransform( nTextureTransformConst2, info.m_nBaseTexture2TransformVar );
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worldvertextransition_Dynamic_Index vshIndex;
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
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}
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pShader->Draw();
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}
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