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Fix detail scale in SDK_VertexLitGeneric not working with phong and bumpmap
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4f6963b048
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@ -767,16 +767,7 @@ void DrawSkin_DX9_Internal( CBaseVSShader *pShader, IMaterialVar** params, IShad
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pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBaseTextureTransform );
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pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBaseTextureTransform );
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#ifdef MAPBASE
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#ifndef MAPBASE // See below
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// The original code makes it seem like we have the opportunity to support both $bumptransform and $detail at the same time,
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// and that may or may not have been Valve's intention, but we'd need to add another texcoord for this and it's already
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// a limitation with the non-skin shader anyway.
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if ( bHasBump )
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{
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pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, info.m_nBumpTransform );
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}
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else
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#else
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if( bHasBump )
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if( bHasBump )
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{
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{
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pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBumpTransform );
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pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBumpTransform );
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@ -794,6 +785,15 @@ void DrawSkin_DX9_Internal( CBaseVSShader *pShader, IMaterialVar** params, IShad
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info.m_nBaseTextureTransform,
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info.m_nBaseTextureTransform,
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info.m_nDetailScale );
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info.m_nDetailScale );
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}
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}
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#ifdef MAPBASE
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// The original code makes it seem like we have the opportunity to support both $bumptransform and $detail at the same time,
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// and that may or may not have been Valve's intention, but we'd need to add another texcoord for this and it's already
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// a limitation with the non-skin shader anyway.
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else if ( bHasBump )
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{
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pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, info.m_nBumpTransform );
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}
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#endif
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pShader->SetModulationPixelShaderDynamicState_LinearColorSpace( 1 );
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pShader->SetModulationPixelShaderDynamicState_LinearColorSpace( 1 );
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pShader->SetPixelShaderConstant_W( PSREG_SELFILLUMTINT, info.m_nSelfIllumTint, fBlendFactor );
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pShader->SetPixelShaderConstant_W( PSREG_SELFILLUMTINT, info.m_nSelfIllumTint, fBlendFactor );
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