/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */ #include "Shaders/StdH.h" #define TEXTURE_COUNT 2 #define UVMAPS_COUNT 2 #define COLOR_COUNT 2 #define FLOAT_COUNT 2 #define FLAGS_COUNT 2 #define LAYER0_TEXTURE 0 #define LAYER0_UVMAP 0 #define LAYER0_COLOR 0 #define LAYER0_TILING 0 #define LAYER1_TEXTURE 1 #define LAYER1_UVMAP 1 #define LAYER1_COLOR 1 #define LAYER1_TILING 1 #define BASE_DOUBLE_SIDED (1UL<<0) // Double sided #define BASE_FULL_BRIGHT (1UL<<1) // Full bright SHADER_MAIN(MultiLayer) { // this will be reused for all layers FLOAT fLayerTiling = 1.0f; // do 0th layer pass - base layer shaSetTexture(LAYER0_TEXTURE); shaSetTextureWrapping( GFX_REPEAT, GFX_REPEAT); shaSetUVMap(LAYER0_UVMAP); shaSetColor(LAYER0_COLOR); shaEnableDepthTest(); shaDepthFunc(GFX_LESS_EQUAL); COLOR &colModelColor = shaGetModelColor(); BOOL bDoubleSided = shaGetFlags()&BASE_DOUBLE_SIDED; BOOL bOpaque = (colModelColor&0xFF)==0xFF; if(bDoubleSided) { shaCullFace(GFX_NONE); } else { shaCullFace(GFX_BACK); } shaCalculateLight(); // if fully opaque if(bOpaque) { // shaEnableAlphaTest(TRUE); shaDisableBlend(); shaEnableDepthWrite(); // if translucent } else { // shaEnableAlphaTest(FALSE); shaEnableBlend(); shaBlendFunc(GFX_SRC_ALPHA, GFX_INV_SRC_ALPHA); shaDisableDepthWrite(); shaModifyColorForFog(); } if(shaOverBrightningEnabled()) shaSetTextureModulation(2); fLayerTiling = shaGetFloat(LAYER0_TILING); if (fLayerTiling!=1.0f) { GFXTexCoord *ptxcOld = shaGetUVMap(LAYER0_UVMAP); GFXTexCoord *ptxcNew = shaGetNewTexCoordArray(); INDEX ctTexCoords = shaGetVertexCount(); if(ctTexCoords>0 && ptxcOld!=NULL) { for(INDEX itxc=0;itxc0 && ptxcOld!=NULL) { for(INDEX itxc=0; itxc