Serious-Engine/Sources/Shaders/ColorShader.cpp
Ryan C. Gordon 1a2ccb8f50 Merge github.com:Croteam-Official/Serious-Engine
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
2016-04-02 23:56:12 -04:00

61 lines
1.7 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"
static const INDEX ctTextures = 0;
static const INDEX ctUvmaps = 0;
static const INDEX ctColors = 1;
static const INDEX ctFloats = 0;
static const INDEX ctFlags = 2;
SHADER_MAIN(Color)
{
shaSetTexture(-1);
shaSetColor(0);
shaDisableBlend();
shaDisableAlphaTest();
shaEnableDepthWrite();
shaEnableDepthTest();
shaDepthFunc(GFX_LESS_EQUAL);
BOOL bDoubleSided = shaGetFlags()&BASE_DOUBLE_SIDED;
BOOL bFullBright = shaGetFlags()&BASE_FULL_BRIGHT;
if(bDoubleSided) {
shaCullFace(GFX_NONE);
} else {
shaCullFace(GFX_BACK);
}
shaCalculateLight();
shaRender();
}
SHADER_DESC(Color,ShaderDesc &shDesc)
{
shDesc.sd_astrTextureNames.New(ctTextures);
shDesc.sd_astrTexCoordNames.New(ctUvmaps);
shDesc.sd_astrColorNames.New(ctColors);
shDesc.sd_astrFloatNames.New(ctFloats);
shDesc.sd_astrFlagNames.New(ctFlags);
shDesc.sd_astrColorNames[0] = "Surface color";
shDesc.sd_astrFlagNames[0] = "Double sided";
shDesc.sd_astrFlagNames[1] = "Full bright";
shDesc.sd_strShaderInfo = "Color shader";
}