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94
materialsystem/stdshaders/cloud_dx9.cpp
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94
materialsystem/stdshaders/cloud_dx9.cpp
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// DirectX 9 Cloud shader
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//
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//===============================================================================
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#include "BaseVSShader.h"
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#include "cloud_vs20.inc"
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#include "cloud_ps20.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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DEFINE_FALLBACK_SHADER( Cloud, Cloud_dx9 )
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BEGIN_VS_SHADER( Cloud_dx9, "Help for Cloud" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/cloud", "cloud texture", 0 )
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SHADER_PARAM( CLOUDALPHATEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/cloudalpha", "cloud alpha texture" )
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SHADER_PARAM( CLOUDSCALE, SHADER_PARAM_TYPE_VEC2, "[1 1]", "cloudscale" )
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SHADER_PARAM( MASKSCALE, SHADER_PARAM_TYPE_VEC2, "[1 1]", "maskscale" )
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END_SHADER_PARAMS
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SHADER_FALLBACK
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{
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if( g_pHardwareConfig->GetDXSupportLevel() < 90 )
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return "Cloud_dx8";
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return 0;
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}
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SHADER_INIT
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{
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LoadTexture( BASETEXTURE, TEXTUREFLAGS_SRGB );
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LoadTexture( CLOUDALPHATEXTURE, TEXTUREFLAGS_SRGB );
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if ( !params[CLOUDSCALE]->IsDefined() )
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{
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params[CLOUDSCALE]->SetVecValue( 1.0f, 1.0f );
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}
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if ( !params[MASKSCALE]->IsDefined() )
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{
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params[MASKSCALE]->SetVecValue( 1.0f, 1.0f );
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}
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}
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SHADER_DRAW
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{
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SHADOW_STATE
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{
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pShaderShadow->EnableDepthWrites( false );
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pShaderShadow->EnableBlending( true );
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if ( IS_FLAG_SET( MATERIAL_VAR_ADDITIVE ) )
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{
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pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
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}
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else
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{
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pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
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}
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 2, 0, 0 );
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DECLARE_STATIC_VERTEX_SHADER( cloud_vs20 );
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SET_STATIC_VERTEX_SHADER( cloud_vs20 );
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DECLARE_STATIC_PIXEL_SHADER( cloud_ps20 );
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SET_STATIC_PIXEL_SHADER( cloud_ps20 );
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DefaultFog();
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}
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DYNAMIC_STATE
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{
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
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BindTexture( SHADER_SAMPLER1, CLOUDALPHATEXTURE );
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// Handle scrolling of base texture
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SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM, CLOUDSCALE );
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SetVertexShaderTextureScale( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, MASKSCALE );
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DECLARE_DYNAMIC_VERTEX_SHADER( cloud_vs20 );
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SET_DYNAMIC_VERTEX_SHADER( cloud_vs20 );
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DECLARE_DYNAMIC_PIXEL_SHADER( cloud_ps20 );
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SET_DYNAMIC_PIXEL_SHADER( cloud_ps20 );
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}
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Draw();
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}
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END_SHADER
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