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Diffstat (limited to 'mp/src/materialsystem/stdshaders/cable_dx9.cpp')
-rw-r--r--mp/src/materialsystem/stdshaders/cable_dx9.cpp141
1 files changed, 141 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/cable_dx9.cpp b/mp/src/materialsystem/stdshaders/cable_dx9.cpp
new file mode 100644
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--- /dev/null
+++ b/mp/src/materialsystem/stdshaders/cable_dx9.cpp
@@ -0,0 +1,141 @@
+//========= 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