aboutsummaryrefslogtreecommitdiff
path: root/mp/src/materialsystem/stdshaders/cable_dx8.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'mp/src/materialsystem/stdshaders/cable_dx8.cpp')
-rw-r--r--mp/src/materialsystem/stdshaders/cable_dx8.cpp132
1 files changed, 132 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/cable_dx8.cpp b/mp/src/materialsystem/stdshaders/cable_dx8.cpp
new file mode 100644
index 00000000..9e3c98dd
--- /dev/null
+++ b/mp/src/materialsystem/stdshaders/cable_dx8.cpp
@@ -0,0 +1,132 @@
+//========= 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