Serious-Engine/Sources/Shaders/AddShader.cpp

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2016-03-11 14:57:17 +01:00
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
#include "Shaders/StdH.h"
2016-03-11 14:57:17 +01:00
#define TEXTURE_COUNT 1
#define UVMAPS_COUNT 1
#define COLOR_COUNT 1
#define FLOAT_COUNT 0
#define FLAGS_COUNT 2
#define BASE_TEXTURE 0
#define BASE_UVMAP 0
#define BASE_COLOR 0
#define BASE_FLOAT 0
SHADER_MAIN(Add)
{
shaSetTexture(BASE_TEXTURE);
shaSetTextureWrapping( GFX_REPEAT, GFX_REPEAT);
shaSetUVMap(BASE_UVMAP);
shaSetColor(BASE_COLOR);
shaEnableDepthTest();
shaDepthFunc(GFX_LESS_EQUAL);
if(shaGetFlags()&BASE_DOUBLE_SIDED) {
shaCullFace(GFX_NONE);
} else {
shaCullFace(GFX_BACK);
}
shaCalculateLight();
shaBlendFunc( GFX_SRC_ALPHA, GFX_ONE);
shaEnableBlend();
shaDisableAlphaTest();
shaDisableDepthWrite();
if(shaOverBrightningEnabled()) shaSetTextureModulation(2);
shaRender();
if(shaOverBrightningEnabled()) shaSetTextureModulation(1);
}
SHADER_DESC(Add,ShaderDesc &shDesc)
{
shDesc.sd_astrTextureNames.New(TEXTURE_COUNT);
shDesc.sd_astrTexCoordNames.New(UVMAPS_COUNT);
shDesc.sd_astrColorNames.New(COLOR_COUNT);
shDesc.sd_astrFloatNames.New(FLOAT_COUNT);
shDesc.sd_astrFlagNames.New(FLAGS_COUNT);
shDesc.sd_astrTextureNames[0] = "Add texture";
shDesc.sd_astrTexCoordNames[0] = "Add uvmap";
shDesc.sd_astrColorNames[0] = "Add color";
shDesc.sd_astrFlagNames[0] = "Double sided";
shDesc.sd_astrFlagNames[1] = "Full bright";
shDesc.sd_strShaderInfo = "Add shader";
}