/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */ #include "StdH.h" #define TEXTURE_COUNT 1 #define UVMAPS_COUNT 1 #define COLOR_COUNT 1 #define FLOAT_COUNT 0 #define BASE_TEXTURE 0 #define BASE_UVMAP 0 #define BASE_COLOR 0 #define BASE_FLOAT 0 SHADER_MAIN(AddDS) { #if 0 shaSetTexture(BASE_TEXTURE); shaSetTextureWrapping( GFX_REPEAT, GFX_REPEAT); shaSetUVMap(BASE_UVMAP); shaSetColor(BASE_COLOR); shaEnableDepthTest(); shaDepthFunc(GFX_LESS_EQUAL); shaCullFace(GFX_NONE); shaCalculateLight(); shaBlendFunc( GFX_SRC_ALPHA, GFX_ONE); shaEnableBlend(); shaDisableAlphaTest(); shaDisableDepthWrite(); /* COLOR colModelColor = MulColors(shaGetModelColor(),shaGetConstantColor()); BOOL bOpaque = (colModelColor&0xFF)==0xFF; // if fully opaque if(bOpaque) { shaEnableAlphaTest(FALSE); shaEnableBlend(FALSE); shaEnableDepthWrite(TRUE); // if translucent } else { shaEnableBlend(TRUE); shaBlendFunc(GFX_SRC_ALPHA, GFX_INV_SRC_ALPHA); shaEnableDepthWrite(FALSE); shaModifyColorForFog(); } */ if(shaOverBrightningEnabled()) shaSetTextureModulation(2); shaRender(); if(shaOverBrightningEnabled()) shaSetTextureModulation(1); /* if(bOpaque) { shaDoFogPass(); }*/ #endif } SHADER_DESC(AddDS,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_astrTextureNames[0] = "AddDS texture"; shDesc.sd_astrTexCoordNames[0] = "AddDS uvmap"; shDesc.sd_astrColorNames[0] = "AddDS color"; shDesc.sd_strShaderInfo = "AddDS shader"; }