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https://github.com/alliedmodders/hl2sdk.git
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71 lines
2.5 KiB
C++
71 lines
2.5 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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// $Header: $
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// $NoKeywords: $
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//=============================================================================//
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#include "BaseVSShader.h"
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BEGIN_VS_SHADER( UnlitGeneric,
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"Help for UnlitGeneric" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( BRIGHTNESS, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "HDR brightness texture" )
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SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "detail texture" )
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SHADER_PARAM( DETAILFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $detail" )
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SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "4", "scale of the detail texture" )
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SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" )
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SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "envmap frame number" )
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SHADER_PARAM( ENVMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_envmask", "envmap mask" )
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SHADER_PARAM( ENVMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" )
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SHADER_PARAM( ENVMAPMASKTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$envmapmask texcoord transform" )
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SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" )
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SHADER_PARAM( ENVMAPCONTRAST, SHADER_PARAM_TYPE_FLOAT, "0.0", "contrast 0 == normal 1 == color*color" )
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SHADER_PARAM( ENVMAPSATURATION, SHADER_PARAM_TYPE_FLOAT, "1.0", "saturation 0 == greyscale 1 == normal" )
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END_SHADER_PARAMS
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SHADER_FALLBACK
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{
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if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE )
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{
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return "UnlitGeneric_DX9";
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}
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return 0;
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}
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SHADER_INIT_PARAMS()
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{
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InitParamsUnlitGeneric_DX9(
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BASETEXTURE, FRAME, BASETEXTURETRANSFORM,
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DETAIL, DETAILFRAME, DETAILSCALE,
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ENVMAP, ENVMAPFRAME,
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ENVMAPMASK, ENVMAPMASKFRAME, ENVMAPMASKTRANSFORM,
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ENVMAPTINT, ENVMAPCONTRAST, ENVMAPSATURATION );
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}
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SHADER_INIT
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{
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InitUnlitGeneric_HDR(
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BASETEXTURE, FRAME, BASETEXTURETRANSFORM,
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BRIGHTNESS,
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DETAIL, DETAILFRAME, DETAILSCALE,
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ENVMAP, ENVMAPFRAME,
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ENVMAPMASK, ENVMAPMASKFRAME, ENVMAPMASKTRANSFORM,
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ENVMAPTINT, ENVMAPCONTRAST, ENVMAPSATURATION );
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}
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SHADER_DRAW
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{
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DrawUnlitGeneric_HDR(
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BASETEXTURE, FRAME, BASETEXTURETRANSFORM,
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BRIGHTNESS,
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DETAIL, DETAILFRAME, DETAILSCALE,
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ENVMAP, ENVMAPFRAME,
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ENVMAPMASK, ENVMAPMASKFRAME, ENVMAPMASKTRANSFORM,
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ENVMAPTINT, ENVMAPCONTRAST, ENVMAPSATURATION );
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}
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END_SHADER
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