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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: A wet version of base * lightmap
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//
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// $Header: $
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// $NoKeywords: $
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//===========================================================================//
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#include "BaseVSShader.h"
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#include "cable.inc"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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DEFINE_FALLBACK_SHADER( Cable, Cable_DX8 )
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BEGIN_VS_SHADER( Cable_DX8,
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"Help for Cable shader" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "cable/cablenormalmap", "bumpmap texture" )
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SHADER_PARAM( MINLIGHT, SHADER_PARAM_TYPE_FLOAT, "0.1", "Minimum amount of light (0-1 value)" )
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SHADER_PARAM( MAXLIGHT, SHADER_PARAM_TYPE_FLOAT, "0.3", "Maximum amount of light" )
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END_SHADER_PARAMS
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SHADER_FALLBACK
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{
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if ( IsPC() && !g_pHardwareConfig->SupportsVertexAndPixelShaders())
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{
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return "UnlitGeneric_DX6";
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}
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return 0;
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}
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SHADER_INIT
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{
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LoadBumpMap( BUMPMAP );
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LoadTexture( BASETEXTURE );
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}
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SHADER_DRAW
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{
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SHADOW_STATE
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{
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// Enable blending?
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if ( IS_FLAG_SET( MATERIAL_VAR_TRANSLUCENT ) )
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{
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pShaderShadow->EnableDepthWrites( false );
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pShaderShadow->EnableBlending( true );
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pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
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}
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pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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if ( g_pHardwareConfig->GetDXSupportLevel() >= 90)
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{
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true );
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}
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int tCoordDimensions[] = {2,2};
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pShaderShadow->VertexShaderVertexFormat(
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VERTEX_POSITION | VERTEX_COLOR | VERTEX_TANGENT_S | VERTEX_TANGENT_T,
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2, tCoordDimensions, 0 );
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cable_Static_Index vshIndex;
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pShaderShadow->SetVertexShader( "Cable", vshIndex.GetIndex() );
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pShaderShadow->SetPixelShader( "Cable" );
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// we are writing linear values from this shader.
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// This is kinda wrong. We are writing linear or gamma depending on "IsHDREnabled" below.
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// The COLOR really decides if we are gamma or linear.
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if ( g_pHardwareConfig->GetDXSupportLevel() >= 90)
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{
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pShaderShadow->EnableSRGBWrite( true );
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}
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FogToFogColor();
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}
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DYNAMIC_STATE
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{
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BindTexture( SHADER_SAMPLER0, BUMPMAP );
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BindTexture( SHADER_SAMPLER1, BASETEXTURE );
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// The dot product with the light is remapped from the range
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// [-1,1] to [MinLight, MaxLight].
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// Given:
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// -A + B = MinLight
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// A + B = MaxLight
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// then A = (MaxLight - MinLight) / 2
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// and B = (MaxLight + MinLight) / 2
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// So here, we multiply the light direction by A to scale the dot product.
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// Then in the pixel shader we add by B.
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float flMinLight = params[MINLIGHT]->GetFloatValue();
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float flMaxLight = params[MAXLIGHT]->GetFloatValue();
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float A = (flMaxLight - flMinLight) * 0.5f;
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float B = (flMaxLight + flMinLight) * 0.5f;
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float b4[4] = {B,B,B,B};
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if( g_pHardwareConfig->GetDXSupportLevel() >= 90)
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{
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SetPixelShaderConstantGammaToLinear( 0, b4 );
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}
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else
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{
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pShaderAPI->SetPixelShaderConstant( 0, b4 );
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}
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// This is the light direction [0,1,0,0] * A * 0.5
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float lightDir[4] = {0, A*0.5, 0, 0};
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if( g_pHardwareConfig->GetDXSupportLevel() >= 90)
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{
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SetVertexShaderConstantGammaToLinear( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, lightDir );
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}
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else
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{
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, lightDir );
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}
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cable_Dynamic_Index vshIndex;
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
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}
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Draw();
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}
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END_SHADER
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