mirror of
https://github.com/mapbase-source/source-sdk-2013.git
synced 2025-03-11 05:00:21 +03:00
This should include the latest version of every shader that was in the 2007 SDK. It also includes a smattering of debug shaders, both VR distortion shaders, and other assorted shaders that will hopefully be useful. None of these new files are included in the game shader DLL project. If you need to modify one of these shaders for use in your mod you will need to rename it so that you don't collide with the version of that shader that lives in stdshader_dx9.dll.
311 lines
9.5 KiB
C++
311 lines
9.5 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Header: $
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// $NoKeywords: $
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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( UnlitGeneric, UnlitGeneric_DX6 )
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DEFINE_FALLBACK_SHADER( MonitorScreen, UnlitGeneric_DX6 )
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DEFINE_FALLBACK_SHADER( ParticleSphere, UnlitGeneric_DX6 )
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DEFINE_FALLBACK_SHADER( Predator, Predator_DX60 )
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DEFINE_FALLBACK_SHADER( Predator_DX60, UnlitGeneric_DX6 )
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DEFINE_FALLBACK_SHADER( WindowImposter, WindowImposter_DX60 )
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DEFINE_FALLBACK_SHADER( WindowImposter_DX60, UnlitGeneric_DX6 )
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BEGIN_SHADER( UnlitGeneric_DX6,
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"Help for UnlitGeneric_DX6" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "detail texture" )
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SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "4", "scale of the detail texture" )
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SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" )
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SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" )
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SHADER_PARAM( ENVMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_envmask", "envmap mask" )
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SHADER_PARAM( ENVMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" )
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SHADER_PARAM( ENVMAPMASKSCALE, SHADER_PARAM_TYPE_FLOAT, "1", "envmap mask scale" )
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SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" )
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SHADER_PARAM( ENVMAPOPTIONAL, SHADER_PARAM_TYPE_BOOL, "0", "Make the envmap only apply to dx9 and higher hardware" )
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SHADER_PARAM( ALPHATESTREFERENCE, SHADER_PARAM_TYPE_FLOAT, "0.7", "" )
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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if( !params[ENVMAPTINT]->IsDefined() )
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params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
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if( !params[ENVMAPMASKSCALE]->IsDefined() )
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params[ENVMAPMASKSCALE]->SetFloatValue( 1.0f );
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if( !params[DETAILSCALE]->IsDefined() )
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params[DETAILSCALE]->SetFloatValue( 4.0f );
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// No texture means no env mask in base alpha
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if ( !params[BASETEXTURE]->IsDefined() )
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{
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CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
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}
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// If in decal mode, no debug override...
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if (IS_FLAG_SET(MATERIAL_VAR_DECAL))
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{
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SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
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}
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// Get rid of the envmap if it's optional for this dx level.
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if( params[ENVMAPOPTIONAL]->IsDefined() && params[ENVMAPOPTIONAL]->GetIntValue() )
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{
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params[ENVMAP]->SetUndefined();
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}
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// If mat_specular 0, then get rid of envmap
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if( !g_pConfig->UseSpecular() && params[ENVMAP]->IsDefined() && params[BASETEXTURE]->IsDefined() )
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{
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params[ENVMAP]->SetUndefined();
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}
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}
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SHADER_INIT
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{
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if (params[BASETEXTURE]->IsDefined())
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{
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LoadTexture( BASETEXTURE );
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if (!params[BASETEXTURE]->GetTextureValue()->IsTranslucent())
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{
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if (IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK))
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CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
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}
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}
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// the second texture (if there is one)
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if (params[DETAIL]->IsDefined())
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{
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LoadTexture( DETAIL );
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}
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// Don't alpha test if the alpha channel is used for other purposes
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if (IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) || IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK) )
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CLEAR_FLAGS( MATERIAL_VAR_ALPHATEST );
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if (params[ENVMAP]->IsDefined())
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{
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if( !IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) )
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LoadCubeMap( ENVMAP );
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else
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LoadTexture( ENVMAP );
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if( !g_pHardwareConfig->SupportsCubeMaps() )
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SET_FLAGS(MATERIAL_VAR_ENVMAPSPHERE);
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if (params[ENVMAPMASK]->IsDefined())
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{
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LoadTexture( ENVMAPMASK );
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}
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}
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}
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int GetDrawFlagsPass1(IMaterialVar** params, bool doDetail)
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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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if (params[BASETEXTURE]->IsTexture())
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flags |= SHADER_DRAW_TEXCOORD0;
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if (doDetail)
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flags |= SHADER_DRAW_TEXCOORD1;
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return flags;
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}
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void SetDetailShadowState(IShaderShadow* pShaderShadow)
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{
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// Specifically choose overbright2, will cause mod2x here
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE1, 2.0f );
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}
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void SetDetailDymamicState(IShaderShadow* pShaderShadow)
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{
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BindTexture( SHADER_SAMPLER1, DETAIL, FRAME );
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SetFixedFunctionTextureScaledTransform( MATERIAL_TEXTURE1, BASETEXTURETRANSFORM, DETAILSCALE );
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}
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void DrawAdditiveNonTextured( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool doDetail )
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{
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SHADOW_STATE
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{
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SetModulationShadowState();
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SetAdditiveBlendingShadowState( );
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if (doDetail)
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SetDetailShadowState(pShaderShadow);
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pShaderShadow->DrawFlags( GetDrawFlagsPass1(params, doDetail) );
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FogToBlack();
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}
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DYNAMIC_STATE
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{
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SetModulationDynamicState();
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if (doDetail)
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SetDetailDymamicState(pShaderShadow);
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}
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Draw( );
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}
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void DrawAdditiveTextured( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool doDetail )
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{
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SHADOW_STATE
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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SetModulationShadowState();
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SetAdditiveBlendingShadowState( BASETEXTURE, true );
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if (doDetail)
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SetDetailShadowState(pShaderShadow);
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pShaderShadow->DrawFlags( GetDrawFlagsPass1(params, doDetail) );
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FogToBlack();
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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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if (doDetail)
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SetDetailDymamicState(pShaderShadow);
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SetModulationDynamicState();
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}
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Draw( );
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}
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void DrawNonTextured( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool doDetail )
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{
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SHADOW_STATE
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{
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SetModulationShadowState();
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SetNormalBlendingShadowState( );
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if (doDetail)
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SetDetailShadowState(pShaderShadow);
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pShaderShadow->DrawFlags( GetDrawFlagsPass1(params, doDetail) );
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FogToFogColor();
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}
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DYNAMIC_STATE
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{
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SetModulationDynamicState();
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if (doDetail)
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SetDetailDymamicState(pShaderShadow);
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}
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Draw( );
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}
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void DrawTextured( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool doDetail )
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{
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SHADOW_STATE
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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SetModulationShadowState();
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SetNormalBlendingShadowState( BASETEXTURE, true );
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if (doDetail)
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SetDetailShadowState(pShaderShadow);
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pShaderShadow->DrawFlags( GetDrawFlagsPass1(params, doDetail) );
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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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if (doDetail)
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SetDetailDymamicState(pShaderShadow);
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SetModulationDynamicState();
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}
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Draw( );
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}
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SHADER_DRAW
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{
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bool isTextureDefined = params[BASETEXTURE]->IsTexture();
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bool hasVertexColor = IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR);
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bool doFirstPass = isTextureDefined || hasVertexColor || (!params[ENVMAP]->IsTexture());
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if (doFirstPass)
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{
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SHADOW_STATE
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{
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pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) );
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if( params[ALPHATESTREFERENCE]->IsDefined() && params[ALPHATESTREFERENCE]->GetFloatValue() > 0.0f )
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{
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pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GEQUAL, params[ALPHATESTREFERENCE]->GetFloatValue() );
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}
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}
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if (IS_FLAG_SET(MATERIAL_VAR_ADDITIVE))
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{
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if (!isTextureDefined)
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{
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bool hasDetailTexture = params[DETAIL]->IsTexture();
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DrawAdditiveNonTextured( params, pShaderAPI, pShaderShadow, hasDetailTexture );
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}
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else
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{
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// We can't do detail in a single pass if we're also
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// colormodulating and have vertex color
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bool hasDetailTexture = params[DETAIL]->IsTexture();
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bool isModulating = IsColorModulating() || IsAlphaModulating();
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bool onePassDetail = hasDetailTexture && (!hasVertexColor || !isModulating);
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DrawAdditiveTextured( params, pShaderAPI, pShaderShadow, onePassDetail );
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if (hasDetailTexture && !onePassDetail)
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{
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FixedFunctionMultiplyByDetailPass(
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BASETEXTURE, FRAME, BASETEXTURETRANSFORM, DETAIL, DETAILSCALE );
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}
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}
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}
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else
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{
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if (!isTextureDefined)
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{
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bool hasDetailTexture = params[DETAIL]->IsTexture();
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DrawNonTextured( params, pShaderAPI, pShaderShadow, hasDetailTexture );
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}
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else
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{
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// We can't do detail in a single pass if we're also
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// colormodulating and have vertex color
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bool hasDetailTexture = params[DETAIL]->IsTexture();
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bool isModulating = IsColorModulating() || IsAlphaModulating();
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bool onePassDetail = hasDetailTexture && (!hasVertexColor || !isModulating);
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DrawTextured( params, pShaderAPI, pShaderShadow, onePassDetail );
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if (hasDetailTexture && !onePassDetail)
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{
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FixedFunctionMultiplyByDetailPass(
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BASETEXTURE, FRAME, BASETEXTURETRANSFORM, DETAIL, DETAILSCALE );
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}
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}
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}
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}
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SHADOW_STATE
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{
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// Disable mod2x used by detail
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pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE1, 1.0f );
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}
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// Second pass...
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if (params[ENVMAP]->IsTexture() &&
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(!doFirstPass || IS_FLAG_SET(MATERIAL_VAR_MULTIPASS)) )
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{
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if (doFirstPass || IS_FLAG_SET(MATERIAL_VAR_ADDITIVE))
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{
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FixedFunctionAdditiveMaskedEnvmapPass( ENVMAP, ENVMAPMASK, BASETEXTURE,
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ENVMAPFRAME, ENVMAPMASKFRAME, FRAME,
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BASETEXTURETRANSFORM, ENVMAPMASKSCALE, ENVMAPTINT );
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}
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else
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{
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FixedFunctionMaskedEnvmapPass( ENVMAP, ENVMAPMASK, BASETEXTURE,
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ENVMAPFRAME, ENVMAPMASKFRAME, FRAME,
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BASETEXTURETRANSFORM, ENVMAPMASKSCALE, ENVMAPTINT );
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}
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}
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}
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END_SHADER
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