mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-23 02:40:26 +01:00
1a2ccb8f50
Conflicts: Sources/Ecc/Parser.cpp Sources/Ecc/Scanner.cpp Sources/Engine/Base/Scanner.cpp Sources/Engine/GameAgent/GameAgent.cpp Sources/Engine/Graphics/Gfx_wrapper.h Sources/Engine/Network/Network.cpp Sources/Engine/Sound/SoundDecoder.h Sources/Engine/Templates/HashTableTemplate.cpp Sources/Engine/Terrain/Terrain.h Sources/EntitiesMP/ParticleCloudsHolder.es Sources/EntitiesMP/ParticleCloudsMarker.es Sources/SeriousSam/CDCheck.h Sources/SeriousSam/Menu.cpp Sources/SeriousSam/MenuGadgets.cpp Sources/SeriousSam/SeriousSam.cpp Sources/SeriousSam/SplashScreen.cpp Sources/SeriousSam/StdH.cpp Sources/SeriousSam/StdH.h Sources/Shaders/StdH.cpp
71 lines
2.0 KiB
C++
71 lines
2.0 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
|
|
This program is free software; you can redistribute it and/or modify
|
|
it under the terms of version 2 of the GNU General Public License as published by
|
|
the Free Software Foundation
|
|
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License along
|
|
with this program; if not, write to the Free Software Foundation, Inc.,
|
|
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
|
|
|
|
#include "Shaders/StdH.h"
|
|
|
|
#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";
|
|
}
|