//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: A wet version of base * lightmap // // $Header: $ // $NoKeywords: $ //===========================================================================// #include "BaseVSShader.h" #include "cable.inc" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" DEFINE_FALLBACK_SHADER( Cable, Cable_DX8 ) BEGIN_VS_SHADER( Cable_DX8, "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 ( IsPC() && !g_pHardwareConfig->SupportsVertexAndPixelShaders()) { return "UnlitGeneric_DX6"; } return 0; } SHADER_INIT { LoadBumpMap( BUMPMAP ); LoadTexture( BASETEXTURE ); } SHADER_DRAW { 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 ); cable_Static_Index vshIndex; pShaderShadow->SetVertexShader( "Cable", vshIndex.GetIndex() ); pShaderShadow->SetPixelShader( "Cable" ); // 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. if ( g_pHardwareConfig->GetDXSupportLevel() >= 90) { pShaderShadow->EnableSRGBWrite( true ); } FogToFogColor(); } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, BUMPMAP ); BindTexture( SHADER_SAMPLER1, BASETEXTURE ); // The dot product with the light is remapped from the range // [-1,1] to [MinLight, MaxLight]. // Given: // -A + B = MinLight // A + B = MaxLight // then A = (MaxLight - MinLight) / 2 // and B = (MaxLight + MinLight) / 2 // So here, we multiply the light direction by A to scale the dot product. // Then in the pixel shader we add by B. float flMinLight = params[MINLIGHT]->GetFloatValue(); float flMaxLight = params[MAXLIGHT]->GetFloatValue(); float A = (flMaxLight - flMinLight) * 0.5f; float B = (flMaxLight + flMinLight) * 0.5f; float b4[4] = {B,B,B,B}; if( g_pHardwareConfig->GetDXSupportLevel() >= 90) { SetPixelShaderConstantGammaToLinear( 0, b4 ); } else { pShaderAPI->SetPixelShaderConstant( 0, b4 ); } // This is the light direction [0,1,0,0] * A * 0.5 float lightDir[4] = {0, A*0.5, 0, 0}; if( g_pHardwareConfig->GetDXSupportLevel() >= 90) { SetVertexShaderConstantGammaToLinear( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, lightDir ); } else { pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, lightDir ); } cable_Dynamic_Index vshIndex; vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); } Draw(); } END_SHADER