Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "shaderlib/cshader.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( Cable, Cable_DX6 )
BEGIN_SHADER( Cable_DX6,
"Help for Cable_DX6" )
BEGIN_SHADER_PARAMS
SHADER_PARAM( MINLIGHT, SHADER_PARAM_TYPE_FLOAT, "0.25", "Minimum amount of light (0-1 value)" )
SHADER_PARAM( MAXLIGHT, SHADER_PARAM_TYPE_FLOAT, "0.25", "Maximum amount of light" )
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
}
SHADER_INIT
{
LoadTexture( BASETEXTURE );
}
int GetDrawFlagsPass1(IMaterialVar** params )
{
int flags = SHADER_DRAW_POSITION;
if (IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR))
flags |= SHADER_DRAW_COLOR;
flags |= SHADER_DRAW_TEXCOORD0;
return flags;
}
SHADER_DRAW
{
SHADOW_STATE
{
pShaderShadow->EnableConstantColor( true );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
SetNormalBlendingShadowState( BASETEXTURE, true );
pShaderShadow->DrawFlags( GetDrawFlagsPass1(params) );
FogToFogColor();
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
SetFixedFunctionTextureTransform( MATERIAL_TEXTURE0, BASETEXTURETRANSFORM );
Vector min, max;
params[MINLIGHT]->GetVecValue( &min.x, 3 );
params[MAXLIGHT]->GetVecValue( &max.x, 3 );
Vector avg = ( min + max ) * 0.5f;
pShaderAPI->Color3fv( &avg.x );
}
Draw( );
}
END_SHADER