/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */ #include "Shaders/StdH.h" static const INDEX ctTextures = 0; static const INDEX ctUvmaps = 0; static const INDEX ctColors = 1; static const INDEX ctFloats = 0; static const INDEX ctFlags = 2; SHADER_MAIN(Color) { shaSetTexture(-1); shaSetColor(0); shaDisableBlend(); shaDisableAlphaTest(); shaEnableDepthWrite(); shaEnableDepthTest(); shaDepthFunc(GFX_LESS_EQUAL); BOOL bDoubleSided = shaGetFlags()&BASE_DOUBLE_SIDED; BOOL bFullBright = shaGetFlags()&BASE_FULL_BRIGHT; if(bDoubleSided) { shaCullFace(GFX_NONE); } else { shaCullFace(GFX_BACK); } shaCalculateLight(); shaRender(); } SHADER_DESC(Color,ShaderDesc &shDesc) { shDesc.sd_astrTextureNames.New(ctTextures); shDesc.sd_astrTexCoordNames.New(ctUvmaps); shDesc.sd_astrColorNames.New(ctColors); shDesc.sd_astrFloatNames.New(ctFloats); shDesc.sd_astrFlagNames.New(ctFlags); shDesc.sd_astrColorNames[0] = "Surface color"; shDesc.sd_astrFlagNames[0] = "Double sided"; shDesc.sd_astrFlagNames[1] = "Full bright"; shDesc.sd_strShaderInfo = "Color shader"; }