Serious-Engine/Sources/Shaders/Translucent.cpp
2016-03-11 15:57:17 +02:00

59 lines
1.5 KiB
C++

/* 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 FLAGS_COUNT 2
#define BASE_TEXTURE 0
#define BASE_UVMAP 0
#define BASE_COLOR 0
#define BASE_FLOAT 0
SHADER_MAIN(Translucent)
{
shaSetTexture(BASE_TEXTURE);
shaSetTextureWrapping( GFX_REPEAT, GFX_REPEAT);
shaSetUVMap(BASE_UVMAP);
shaSetColor(BASE_COLOR);
shaDepthFunc(GFX_LESS_EQUAL);
shaCalculateLight();
shaBlendFunc(GFX_SRC_ALPHA, GFX_INV_SRC_ALPHA);
shaEnableDepthTest();
shaEnableBlend();
shaDisableDepthWrite();
shaModifyColorForFog();
if(shaOverBrightningEnabled()) shaSetTextureModulation(2);
BOOL bDoubleSided = shaGetFlags()&BASE_DOUBLE_SIDED;
if(bDoubleSided) {
shaCullFace(GFX_FRONT);
shaRender();
}
shaCullFace(GFX_BACK);
shaRender();
if(shaOverBrightningEnabled()) shaSetTextureModulation(1);
}
SHADER_DESC(Translucent,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] = "Translucent texture";
shDesc.sd_astrTexCoordNames[0] = "Translucent uvmap";
shDesc.sd_astrColorNames[0] = "Translucent color";
shDesc.sd_astrFlagNames[0] = "Double sided";
shDesc.sd_astrFlagNames[1] = "Full bright";
shDesc.sd_strShaderInfo = "Translucent shader";
}