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129 lines
3.8 KiB
129 lines
3.8 KiB
//===== Copyright (c) 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose: A wet version of base * lightmap
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//
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// $Header: $
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// $NoKeywords: $
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//===========================================================================//
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#include "BaseVSShader.h"
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#include "cable_vs20.inc"
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#include "cable_ps20.inc"
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#include "cable_ps20b.inc"
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#include "cpp_shader_constant_register_map.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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DEFINE_FALLBACK_SHADER( Cable, Cable_DX9 )
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BEGIN_VS_SHADER( Cable_DX9,
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"Help for Cable shader" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "cable/cablenormalmap", "bumpmap texture" )
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SHADER_PARAM( MINLIGHT, SHADER_PARAM_TYPE_FLOAT, "0.1", "Minimum amount of light (0-1 value)" )
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SHADER_PARAM( MAXLIGHT, SHADER_PARAM_TYPE_FLOAT, "0.3", "Maximum amount of light" )
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END_SHADER_PARAMS
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SHADER_FALLBACK
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{
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return 0;
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}
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SHADER_INIT
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{
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LoadBumpMap( BUMPMAP );
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LoadTexture( BASETEXTURE, TEXTUREFLAGS_SRGB );
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}
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SHADER_DRAW
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{
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BlendType_t nBlendType = EvaluateBlendRequirements( BASETEXTURE, true );
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bool bFullyOpaque = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && !IS_FLAG_SET(MATERIAL_VAR_ALPHATEST); //dest alpha is free for special use
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SHADOW_STATE
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{
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// Enable blending?
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if ( IS_FLAG_SET( MATERIAL_VAR_TRANSLUCENT ) )
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{
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pShaderShadow->EnableDepthWrites( false );
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pShaderShadow->EnableBlending( true );
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pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
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}
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pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true );
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int tCoordDimensions[] = {2,2};
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pShaderShadow->VertexShaderVertexFormat(
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VERTEX_POSITION | VERTEX_COLOR | VERTEX_TANGENT_S | VERTEX_TANGENT_T,
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2, tCoordDimensions, 0 );
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DECLARE_STATIC_VERTEX_SHADER( cable_vs20 );
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SET_STATIC_VERTEX_SHADER( cable_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( cable_ps20b );
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SET_STATIC_PIXEL_SHADER( cable_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( cable_ps20 );
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SET_STATIC_PIXEL_SHADER( cable_ps20 );
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}
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// we are writing linear values from this shader.
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// This is kinda wrong. We are writing linear or gamma depending on "IsHDREnabled" below.
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// The COLOR really decides if we are gamma or linear.
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pShaderShadow->EnableSRGBWrite( true );
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FogToFogColor();
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pShaderShadow->EnableAlphaWrites( bFullyOpaque );
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}
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DYNAMIC_STATE
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{
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bool bLightingOnly = g_pConfig->nFullbright == 2 && !IS_FLAG_SET( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
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BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_NONE, BUMPMAP );
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if ( bLightingOnly )
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{
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_BINDFLAGS_SRGBREAD, TEXTURE_GREY );
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}
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else
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{
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BindTexture( SHADER_SAMPLER1, TEXTURE_BINDFLAGS_SRGBREAD, BASETEXTURE );
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}
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pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
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float vEyePos_SpecExponent[4];
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pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent );
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vEyePos_SpecExponent[3] = 0.0f;
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pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 );
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DECLARE_DYNAMIC_VERTEX_SHADER( cable_vs20 );
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SET_DYNAMIC_VERTEX_SHADER( cable_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( cable_ps20b );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() );
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SET_DYNAMIC_PIXEL_SHADER( cable_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( cable_ps20 );
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SET_DYNAMIC_PIXEL_SHADER( cable_ps20 );
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}
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}
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Draw();
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}
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END_SHADER
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