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.
141 lines
4.3 KiB
141 lines
4.3 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
|
// |
|
// Purpose: A wet version of base * lightmap |
|
// |
|
// $Header: $ |
|
// $NoKeywords: $ |
|
//===========================================================================// |
|
|
|
#include "BaseVSShader.h" |
|
|
|
#include "cable_vs20.inc" |
|
#include "cable_ps20.inc" |
|
#include "cable_ps20b.inc" |
|
#include "cpp_shader_constant_register_map.h" |
|
|
|
// memdbgon must be the last include file in a .cpp file!!! |
|
#include "tier0/memdbgon.h" |
|
|
|
extern ConVar mat_fullbright; |
|
|
|
DEFINE_FALLBACK_SHADER( Cable, Cable_DX9 ) |
|
|
|
BEGIN_VS_SHADER( Cable_DX9, |
|
"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 ( !(g_pHardwareConfig->SupportsPixelShaders_2_0() && g_pHardwareConfig->SupportsVertexShaders_2_0()) || |
|
(g_pHardwareConfig->GetDXSupportLevel() < 90) ) |
|
{ |
|
return "Cable_DX8"; |
|
} |
|
return 0; |
|
} |
|
|
|
SHADER_INIT |
|
{ |
|
LoadBumpMap( BUMPMAP ); |
|
LoadTexture( BASETEXTURE, TEXTUREFLAGS_SRGB ); |
|
} |
|
|
|
SHADER_DRAW |
|
{ |
|
BlendType_t nBlendType = EvaluateBlendRequirements( BASETEXTURE, true ); |
|
bool bFullyOpaque = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && !IS_FLAG_SET(MATERIAL_VAR_ALPHATEST); //dest alpha is free for special use |
|
|
|
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 ); |
|
|
|
DECLARE_STATIC_VERTEX_SHADER( cable_vs20 ); |
|
SET_STATIC_VERTEX_SHADER( cable_vs20 ); |
|
|
|
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
|
{ |
|
DECLARE_STATIC_PIXEL_SHADER( cable_ps20b ); |
|
SET_STATIC_PIXEL_SHADER( cable_ps20b ); |
|
} |
|
else |
|
{ |
|
DECLARE_STATIC_PIXEL_SHADER( cable_ps20 ); |
|
SET_STATIC_PIXEL_SHADER( cable_ps20 ); |
|
} |
|
|
|
// 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. |
|
pShaderShadow->EnableSRGBWrite( true ); |
|
|
|
FogToFogColor(); |
|
|
|
pShaderShadow->EnableAlphaWrites( bFullyOpaque ); |
|
} |
|
DYNAMIC_STATE |
|
{ |
|
bool bLightingOnly = mat_fullbright.GetInt() == 2 && !IS_FLAG_SET( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); |
|
|
|
BindTexture( SHADER_SAMPLER0, BUMPMAP ); |
|
if ( bLightingOnly ) |
|
{ |
|
pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_GREY ); |
|
|
|
} |
|
else |
|
{ |
|
BindTexture( SHADER_SAMPLER1, BASETEXTURE ); |
|
} |
|
|
|
pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS ); |
|
|
|
float vEyePos_SpecExponent[4]; |
|
pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent ); |
|
vEyePos_SpecExponent[3] = 0.0f; |
|
pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 ); |
|
|
|
DECLARE_DYNAMIC_VERTEX_SHADER( cable_vs20 ); |
|
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); |
|
SET_DYNAMIC_VERTEX_SHADER( cable_vs20 ); |
|
|
|
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
|
{ |
|
DECLARE_DYNAMIC_PIXEL_SHADER( cable_ps20b ); |
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); |
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() ); |
|
SET_DYNAMIC_PIXEL_SHADER( cable_ps20b ); |
|
} |
|
else |
|
{ |
|
DECLARE_DYNAMIC_PIXEL_SHADER( cable_ps20 ); |
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); |
|
SET_DYNAMIC_PIXEL_SHADER( cable_ps20 ); |
|
} |
|
} |
|
Draw(); |
|
} |
|
END_SHADER
|
|
|