You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
133 lines
3.7 KiB
133 lines
3.7 KiB
5 years ago
|
//========= 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
|