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62 lines
1.5 KiB
62 lines
1.5 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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//=============================================================================// |
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#include "shaderlib/cshader.h" |
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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_DX6 ) |
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BEGIN_SHADER( Cable_DX6, |
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"Help for Cable_DX6" ) |
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BEGIN_SHADER_PARAMS |
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SHADER_PARAM( MINLIGHT, SHADER_PARAM_TYPE_FLOAT, "0.25", "Minimum amount of light (0-1 value)" ) |
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SHADER_PARAM( MAXLIGHT, SHADER_PARAM_TYPE_FLOAT, "0.25", "Maximum amount of light" ) |
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END_SHADER_PARAMS |
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SHADER_INIT_PARAMS() |
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{ |
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} |
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SHADER_INIT |
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{ |
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LoadTexture( BASETEXTURE ); |
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} |
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int GetDrawFlagsPass1(IMaterialVar** params ) |
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{ |
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int flags = SHADER_DRAW_POSITION; |
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if (IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR)) |
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flags |= SHADER_DRAW_COLOR; |
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flags |= SHADER_DRAW_TEXCOORD0; |
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return flags; |
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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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pShaderShadow->EnableConstantColor( true ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); |
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SetNormalBlendingShadowState( BASETEXTURE, true ); |
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pShaderShadow->DrawFlags( GetDrawFlagsPass1(params) ); |
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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, BASETEXTURE, FRAME ); |
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SetFixedFunctionTextureTransform( MATERIAL_TEXTURE0, BASETEXTURETRANSFORM ); |
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Vector min, max; |
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params[MINLIGHT]->GetVecValue( &min.x, 3 ); |
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params[MAXLIGHT]->GetVecValue( &max.x, 3 ); |
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Vector avg = ( min + max ) * 0.5f; |
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pShaderAPI->Color3fv( &avg.x ); |
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} |
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Draw( ); |
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} |
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END_SHADER
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