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132 lines
3.7 KiB
132 lines
3.7 KiB
//========= Copyright 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.inc" |
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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_DX8 ) |
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BEGIN_VS_SHADER( Cable_DX8, |
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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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if ( IsPC() && !g_pHardwareConfig->SupportsVertexAndPixelShaders()) |
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{ |
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return "UnlitGeneric_DX6"; |
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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 ); |
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} |
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SHADER_DRAW |
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{ |
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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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if ( g_pHardwareConfig->GetDXSupportLevel() >= 90) |
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{ |
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true ); |
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} |
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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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cable_Static_Index vshIndex; |
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pShaderShadow->SetVertexShader( "Cable", vshIndex.GetIndex() ); |
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pShaderShadow->SetPixelShader( "Cable" ); |
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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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if ( g_pHardwareConfig->GetDXSupportLevel() >= 90) |
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{ |
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pShaderShadow->EnableSRGBWrite( true ); |
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} |
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FogToFogColor(); |
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} |
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DYNAMIC_STATE |
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{ |
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BindTexture( SHADER_SAMPLER0, BUMPMAP ); |
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BindTexture( SHADER_SAMPLER1, BASETEXTURE ); |
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// The dot product with the light is remapped from the range |
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// [-1,1] to [MinLight, MaxLight]. |
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// Given: |
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// -A + B = MinLight |
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// A + B = MaxLight |
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// then A = (MaxLight - MinLight) / 2 |
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// and B = (MaxLight + MinLight) / 2 |
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// So here, we multiply the light direction by A to scale the dot product. |
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// Then in the pixel shader we add by B. |
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float flMinLight = params[MINLIGHT]->GetFloatValue(); |
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float flMaxLight = params[MAXLIGHT]->GetFloatValue(); |
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float A = (flMaxLight - flMinLight) * 0.5f; |
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float B = (flMaxLight + flMinLight) * 0.5f; |
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float b4[4] = {B,B,B,B}; |
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if( g_pHardwareConfig->GetDXSupportLevel() >= 90) |
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{ |
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SetPixelShaderConstantGammaToLinear( 0, b4 ); |
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} |
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else |
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{ |
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pShaderAPI->SetPixelShaderConstant( 0, b4 ); |
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} |
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// This is the light direction [0,1,0,0] * A * 0.5 |
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float lightDir[4] = {0, A*0.5, 0, 0}; |
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if( g_pHardwareConfig->GetDXSupportLevel() >= 90) |
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{ |
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SetVertexShaderConstantGammaToLinear( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, lightDir ); |
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} |
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else |
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{ |
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, lightDir ); |
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} |
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cable_Dynamic_Index vshIndex; |
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); |
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); |
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} |
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Draw(); |
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} |
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END_SHADER
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