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95 lines
3.1 KiB
C++
95 lines
3.1 KiB
C++
//===== Copyright © 1996-2005, 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 "BaseVSShader.h"
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#include "waterfirstpass_vs11.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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BEGIN_VS_SHADER( Water_FirstPass, "Help for WaterFistPass" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( NORMALMAP, SHADER_PARAM_TYPE_TEXTURE, "", "normal map" )
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SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" )
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SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" )
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SHADER_PARAM( CHEAPWATERSTARTDISTANCE, SHADER_PARAM_TYPE_FLOAT, "", "This is the distance from the eye in inches that the shader should start transitioning to a cheaper water shader." )
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SHADER_PARAM( CHEAPWATERENDDISTANCE, SHADER_PARAM_TYPE_FLOAT, "", "This is the distance from the eye in inches that the shader should finish transitioning to a cheaper water shader." )
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
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if( !params[CHEAPWATERSTARTDISTANCE]->IsDefined() )
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{
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params[CHEAPWATERSTARTDISTANCE]->SetFloatValue( 500.0f );
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}
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if( !params[CHEAPWATERENDDISTANCE]->IsDefined() )
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{
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params[CHEAPWATERENDDISTANCE]->SetFloatValue( 1000.0f );
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}
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}
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SHADER_FALLBACK
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{
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return 0;
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}
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SHADER_INIT
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{
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if (params[NORMALMAP]->IsDefined() )
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{
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LoadBumpMap( NORMALMAP );
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}
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}
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inline void SetCheapWaterFactors( IMaterialVar **params, IShaderDynamicAPI* pShaderAPI, int nConstantReg )
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{
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float flCheapWaterStartDistance = params[CHEAPWATERSTARTDISTANCE]->GetFloatValue();
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float flCheapWaterEndDistance = params[CHEAPWATERENDDISTANCE]->GetFloatValue();
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float flCheapWaterConstants[4] =
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{
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flCheapWaterStartDistance,
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1.0f / ( flCheapWaterEndDistance - flCheapWaterStartDistance ),
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0.0f,
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0.0f
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};
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pShaderAPI->SetVertexShaderConstant( nConstantReg, flCheapWaterConstants );
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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->EnableAlphaWrites( true );
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pShaderShadow->EnableColorWrites( false );
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pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE0, true );
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pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE1, true );
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int fmt = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_TANGENT_S | VERTEX_TANGENT_T;
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pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0, 0 );
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pShaderShadow->SetVertexShader( "WaterFirstPass_vs11", 0 );
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pShaderShadow->SetPixelShader( "WaterFirstPass_ps11", 0 );
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DisableFog();
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}
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DYNAMIC_STATE
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{
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waterfirstpass_vs11_Dynamic_Index vshIndex;
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
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BindTexture( SHADER_TEXTURE_STAGE0, NORMALMAP, BUMPFRAME );
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pShaderAPI->BindNormalizationCubeMap( SHADER_TEXTURE_STAGE1 );
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SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, BUMPTRANSFORM );
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SetCheapWaterFactors( params, pShaderAPI, VERTEX_SHADER_SHADER_SPECIFIC_CONST_3 );
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}
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Draw();
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}
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END_SHADER
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