mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-25 03:40:26 +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
61 lines
1.7 KiB
C++
61 lines
1.7 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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#include "Shaders/StdH.h"
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static const INDEX ctTextures = 0;
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static const INDEX ctUvmaps = 0;
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static const INDEX ctColors = 1;
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static const INDEX ctFloats = 0;
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static const INDEX ctFlags = 2;
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SHADER_MAIN(Color)
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{
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shaSetTexture(-1);
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shaSetColor(0);
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shaDisableBlend();
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shaDisableAlphaTest();
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shaEnableDepthWrite();
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shaEnableDepthTest();
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shaDepthFunc(GFX_LESS_EQUAL);
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BOOL bDoubleSided = shaGetFlags()&BASE_DOUBLE_SIDED;
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BOOL bFullBright = shaGetFlags()&BASE_FULL_BRIGHT;
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if(bDoubleSided) {
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shaCullFace(GFX_NONE);
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} else {
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shaCullFace(GFX_BACK);
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}
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shaCalculateLight();
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shaRender();
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}
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SHADER_DESC(Color,ShaderDesc &shDesc)
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{
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shDesc.sd_astrTextureNames.New(ctTextures);
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shDesc.sd_astrTexCoordNames.New(ctUvmaps);
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shDesc.sd_astrColorNames.New(ctColors);
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shDesc.sd_astrFloatNames.New(ctFloats);
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shDesc.sd_astrFlagNames.New(ctFlags);
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shDesc.sd_astrColorNames[0] = "Surface color";
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shDesc.sd_astrFlagNames[0] = "Double sided";
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shDesc.sd_astrFlagNames[1] = "Full bright";
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shDesc.sd_strShaderInfo = "Color shader";
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}
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