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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: A wet version of base * lightmap
//
// $Header: $
// $NoKeywords: $
//===========================================================================//
#include "BaseVSShader.h"
#include "cable.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( Cable, Cable_DX8 )
BEGIN_VS_SHADER( Cable_DX8, "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 { if ( IsPC() && !g_pHardwareConfig->SupportsVertexAndPixelShaders()) { return "UnlitGeneric_DX6"; } return 0; }
SHADER_INIT { LoadBumpMap( BUMPMAP ); LoadTexture( BASETEXTURE ); }
SHADER_DRAW { 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 ); if ( g_pHardwareConfig->GetDXSupportLevel() >= 90) { pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true ); } int tCoordDimensions[] = {2,2}; pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION | VERTEX_COLOR | VERTEX_TANGENT_S | VERTEX_TANGENT_T, 2, tCoordDimensions, 0 );
cable_Static_Index vshIndex; pShaderShadow->SetVertexShader( "Cable", vshIndex.GetIndex() );
pShaderShadow->SetPixelShader( "Cable" );
// 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.
if ( g_pHardwareConfig->GetDXSupportLevel() >= 90) { pShaderShadow->EnableSRGBWrite( true ); }
FogToFogColor(); } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, BUMPMAP ); BindTexture( SHADER_SAMPLER1, BASETEXTURE );
// The dot product with the light is remapped from the range
// [-1,1] to [MinLight, MaxLight].
// Given:
// -A + B = MinLight
// A + B = MaxLight
// then A = (MaxLight - MinLight) / 2
// and B = (MaxLight + MinLight) / 2
// So here, we multiply the light direction by A to scale the dot product.
// Then in the pixel shader we add by B.
float flMinLight = params[MINLIGHT]->GetFloatValue(); float flMaxLight = params[MAXLIGHT]->GetFloatValue(); float A = (flMaxLight - flMinLight) * 0.5f; float B = (flMaxLight + flMinLight) * 0.5f;
float b4[4] = {B,B,B,B}; if( g_pHardwareConfig->GetDXSupportLevel() >= 90) { SetPixelShaderConstantGammaToLinear( 0, b4 ); } else { pShaderAPI->SetPixelShaderConstant( 0, b4 ); } // This is the light direction [0,1,0,0] * A * 0.5
float lightDir[4] = {0, A*0.5, 0, 0}; if( g_pHardwareConfig->GetDXSupportLevel() >= 90) { SetVertexShaderConstantGammaToLinear( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, lightDir ); } else { pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, lightDir ); }
cable_Dynamic_Index vshIndex; vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); } Draw(); } END_SHADER
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