sqwarmed/sdk_src/materialsystem/stdshaders/aftershock.cpp

72 lines
2.2 KiB
C++

//========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============//
#include "BaseVSShader.h"
#include "aftershock_helper.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( Aftershock, Aftershock_dx9 )
BEGIN_VS_SHADER( Aftershock_dx9, "Aftershock" )
BEGIN_SHADER_PARAMS
SHADER_PARAM( COLORTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Color tint" )
SHADER_PARAM( REFRACTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "2", "" )
SHADER_PARAM( NORMALMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "normal 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( SILHOUETTETHICKNESS, SHADER_PARAM_TYPE_FLOAT, "1", "" )
SHADER_PARAM( SILHOUETTECOLOR, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Silhouette color tint" )
SHADER_PARAM( GROUNDMIN, SHADER_PARAM_TYPE_FLOAT, "1", "" )
SHADER_PARAM( GROUNDMAX, SHADER_PARAM_TYPE_FLOAT, "1", "" )
SHADER_PARAM( BLURAMOUNT, SHADER_PARAM_TYPE_FLOAT, "1", "" )
SHADER_PARAM( TIME, SHADER_PARAM_TYPE_FLOAT, "0.0", "Needs CurrentTime Proxy" )
END_SHADER_PARAMS
void SetupVarsAftershock( AftershockVars_t &info )
{
info.m_nColorTint = COLORTINT;
info.m_nRefractAmount = REFRACTAMOUNT;
info.m_nBumpmap = NORMALMAP;
info.m_nBumpFrame = BUMPFRAME;
info.m_nBumpTransform = BUMPTRANSFORM;
info.m_nSilhouetteThickness = SILHOUETTETHICKNESS;
info.m_nSilhouetteColor = SILHOUETTECOLOR;
info.m_nGroundMin = GROUNDMIN;
info.m_nGroundMax = GROUNDMAX;
info.m_nBlurAmount = BLURAMOUNT;
info.m_nTime = TIME;
}
SHADER_INIT_PARAMS()
{
AftershockVars_t info;
SetupVarsAftershock( info );
InitParamsAftershock( this, params, pMaterialName, info );
}
SHADER_FALLBACK
{
return 0;
}
SHADER_INIT
{
AftershockVars_t info;
SetupVarsAftershock( info );
InitAftershock( this, params, info );
}
SHADER_DRAW
{
AftershockVars_t info;
SetupVarsAftershock( info );
DrawAftershock( this, params, pShaderAPI, pShaderShadow, info, vertexCompression );
}
END_SHADER