//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "shaderlib/cshader.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" DEFINE_FALLBACK_SHADER( Cable, Cable_DX6 ) BEGIN_SHADER( Cable_DX6, "Help for Cable_DX6" ) BEGIN_SHADER_PARAMS SHADER_PARAM( MINLIGHT, SHADER_PARAM_TYPE_FLOAT, "0.25", "Minimum amount of light (0-1 value)" ) SHADER_PARAM( MAXLIGHT, SHADER_PARAM_TYPE_FLOAT, "0.25", "Maximum amount of light" ) END_SHADER_PARAMS SHADER_INIT_PARAMS() { } SHADER_INIT { LoadTexture( BASETEXTURE ); } int GetDrawFlagsPass1(IMaterialVar** params ) { int flags = SHADER_DRAW_POSITION; if (IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR)) flags |= SHADER_DRAW_COLOR; flags |= SHADER_DRAW_TEXCOORD0; return flags; } SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableConstantColor( true ); pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); SetNormalBlendingShadowState( BASETEXTURE, true ); pShaderShadow->DrawFlags( GetDrawFlagsPass1(params) ); FogToFogColor(); } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); SetFixedFunctionTextureTransform( MATERIAL_TEXTURE0, BASETEXTURETRANSFORM ); Vector min, max; params[MINLIGHT]->GetVecValue( &min.x, 3 ); params[MAXLIGHT]->GetVecValue( &max.x, 3 ); Vector avg = ( min + max ) * 0.5f; pShaderAPI->Color3fv( &avg.x ); } Draw( ); } END_SHADER