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