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62
materialsystem/stdshaders/cable_dx6.cpp
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62
materialsystem/stdshaders/cable_dx6.cpp
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "shaderlib/cshader.h"
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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_DX6 )
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BEGIN_SHADER( Cable_DX6,
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"Help for Cable_DX6" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( MINLIGHT, SHADER_PARAM_TYPE_FLOAT, "0.25", "Minimum amount of light (0-1 value)" )
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SHADER_PARAM( MAXLIGHT, SHADER_PARAM_TYPE_FLOAT, "0.25", "Maximum amount of light" )
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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}
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SHADER_INIT
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{
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LoadTexture( BASETEXTURE );
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}
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int GetDrawFlagsPass1(IMaterialVar** params )
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{
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int flags = SHADER_DRAW_POSITION;
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if (IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR))
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flags |= SHADER_DRAW_COLOR;
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flags |= SHADER_DRAW_TEXCOORD0;
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return flags;
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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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pShaderShadow->EnableConstantColor( true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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SetNormalBlendingShadowState( BASETEXTURE, true );
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pShaderShadow->DrawFlags( GetDrawFlagsPass1(params) );
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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, BASETEXTURE, FRAME );
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SetFixedFunctionTextureTransform( MATERIAL_TEXTURE0, BASETEXTURETRANSFORM );
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Vector min, max;
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params[MINLIGHT]->GetVecValue( &min.x, 3 );
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params[MAXLIGHT]->GetVecValue( &max.x, 3 );
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Vector avg = ( min + max ) * 0.5f;
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pShaderAPI->Color3fv( &avg.x );
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}
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Draw( );
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}
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END_SHADER
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