//===== Copyright © 1996-2005, 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 { return 0; } SHADER_INIT { LoadBumpMap( BUMPMAP ); LoadTexture( BASETEXTURE ); } 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( cable_vs20 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( cable_ps20b ); 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( cable_ps20 ); } } Draw(); } END_SHADER