mirror of
https://github.com/mapbase-source/source-sdk-2013.git
synced 2025-06-07 19:32:09 +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.
318 lines
9.7 KiB
C++
318 lines
9.7 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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// $NoKeywords: $
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//=============================================================================//
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#include "BaseVSShader.h"
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#include "refract_model_vs11.inc"
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#include "refract_world_vs11.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 MAXBLUR 1
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DEFINE_FALLBACK_SHADER( Refract, Refract_DX80 )
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BEGIN_VS_SHADER( Refract_DX80,
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"Help for Refract_DX80" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM_OVERRIDE( COLOR, SHADER_PARAM_TYPE_COLOR, "{255 255 255}", "unused", SHADER_PARAM_NOT_EDITABLE )
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SHADER_PARAM_OVERRIDE( ALPHA, SHADER_PARAM_TYPE_FLOAT, "1.0", "unused", SHADER_PARAM_NOT_EDITABLE )
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SHADER_PARAM( REFRACTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "2", "" )
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SHADER_PARAM( REFRACTTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "refraction tint" )
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SHADER_PARAM( DUDVMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_dudv", "dudv bump map" )
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SHADER_PARAM( NORMALMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "normal map" )
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SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" )
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SHADER_PARAM( DUDVFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $dudvmap" )
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SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" )
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SHADER_PARAM( TIME, SHADER_PARAM_TYPE_FLOAT, "0.0f", "" )
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SHADER_PARAM( BLURAMOUNT, SHADER_PARAM_TYPE_INTEGER, "1", "0, 1, or 2 for how much blur you want" )
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SHADER_PARAM( FADEOUTONSILHOUETTE, SHADER_PARAM_TYPE_BOOL, "1", "0 for no fade out on silhouette, 1 for fade out on sillhouette" )
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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", "envmap frame number" )
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SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" )
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SHADER_PARAM( ENVMAPCONTRAST, SHADER_PARAM_TYPE_FLOAT, "0.0", "contrast 0 == normal 1 == color*color" )
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SHADER_PARAM( ENVMAPSATURATION, SHADER_PARAM_TYPE_FLOAT, "1.0", "saturation 0 == greyscale 1 == normal" )
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SHADER_PARAM( REFRACTTINTTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shield", "" )
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SHADER_PARAM( REFRACTTINTTEXTUREFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" )
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SHADER_PARAM( FRESNELREFLECTION, SHADER_PARAM_TYPE_FLOAT, "1.0", "1.0 == mirror, 0.0 == water" )
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SHADER_PARAM( FALLBACK, SHADER_PARAM_TYPE_STRING, "", "Name of the fallback shader" )
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SHADER_PARAM( FORCEREFRACT, SHADER_PARAM_TYPE_BOOL, "0", "Forces refraction on boards that have poor performance" )
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SHADER_PARAM( NOWRITEZ, SHADER_PARAM_TYPE_INTEGER, "0", "0 == write z, 1 = no write z" )
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SHADER_PARAM( MASKED, SHADER_PARAM_TYPE_BOOL, "0", "mask using dest alpha" )
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
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SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
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SET_FLAGS( MATERIAL_VAR_TRANSLUCENT );
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if( !params[ENVMAPTINT]->IsDefined() )
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{
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params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
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}
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if( !params[ENVMAPCONTRAST]->IsDefined() )
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{
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params[ENVMAPCONTRAST]->SetFloatValue( 0.0f );
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}
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if( !params[ENVMAPSATURATION]->IsDefined() )
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{
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params[ENVMAPSATURATION]->SetFloatValue( 1.0f );
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}
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if( !params[ENVMAPFRAME]->IsDefined() )
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{
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params[ENVMAPFRAME]->SetIntValue( 0 );
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}
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if( !params[FRESNELREFLECTION]->IsDefined() )
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{
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params[FRESNELREFLECTION]->SetFloatValue( 1.0f );
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}
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if( !params[MASKED]->IsDefined() )
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{
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params[MASKED]->SetIntValue( 0 );
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}
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if( !params[BLURAMOUNT]->IsDefined() )
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{
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params[BLURAMOUNT]->SetIntValue( 0 );
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}
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if( !params[FADEOUTONSILHOUETTE]->IsDefined() )
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{
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params[FADEOUTONSILHOUETTE]->SetIntValue( 0 );
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}
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SET_FLAGS2( MATERIAL_VAR2_NEEDS_POWER_OF_TWO_FRAME_BUFFER_TEXTURE );
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}
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SHADER_FALLBACK
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{
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if ( IsPC() )
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{
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const char *pFallback = (params && params[FALLBACK]->IsDefined()) ? params[FALLBACK]->GetStringValue() : "";
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if (!pFallback[0])
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{
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pFallback = "Refract_DX60";
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}
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if( g_pHardwareConfig->GetDXSupportLevel() < 80 || !g_pHardwareConfig->HasProjectedBumpEnv() )
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return pFallback;
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if ( g_pHardwareConfig->PreferReducedFillrate() && (params && (params[FORCEREFRACT]->GetIntValue() == 0)) )
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return pFallback;
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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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if (params[BASETEXTURE]->IsDefined() )
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{
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LoadTexture( BASETEXTURE );
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}
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if (params[DUDVMAP]->IsDefined() )
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{
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LoadTexture( DUDVMAP );
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}
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if (params[NORMALMAP]->IsDefined() )
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{
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LoadBumpMap( NORMALMAP );
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}
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if( params[ENVMAP]->IsDefined() )
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{
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LoadCubeMap( ENVMAP );
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}
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if( params[REFRACTTINTTEXTURE]->IsDefined() )
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{
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LoadTexture( REFRACTTINTTEXTURE );
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}
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}
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inline int ComputePixelShaderIndex( bool bRefractTintTexture, bool bNormalMapAlpha )
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{
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// "REFRACTTINTTEXTURE" "0..1"
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// "NORMALMAPALPHA" "0..1"
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int pshIndex = 0;
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if( bRefractTintTexture ) pshIndex |= 0x1;
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if( bNormalMapAlpha ) pshIndex |= 0x2;
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return pshIndex;
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}
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SHADER_DRAW
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{
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bool bIsModel = IS_FLAG_SET( MATERIAL_VAR_MODEL );
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bool bHasEnvmap = params[ENVMAP]->IsTexture();
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int blurAmount = params[BLURAMOUNT]->GetIntValue();
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bool bRefractTintTexture = params[REFRACTTINTTEXTURE]->IsTexture();
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if( blurAmount < 0 )
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{
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blurAmount = 0;
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}
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else if( blurAmount > MAXBLUR )
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{
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blurAmount = MAXBLUR;
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}
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bool bMasked = (params[MASKED]->GetIntValue() != 0);
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SHADOW_STATE
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{
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if ( params[NOWRITEZ]->GetIntValue() != 0 )
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{
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pShaderShadow->EnableDepthWrites( false );
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}
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// Alpha test: FIXME: shouldn't this be handled in Shader_t::SetInitialShadowState
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pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) );
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// If envmap is not specified, the alpha channel is the translucency
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// (If envmap *is* specified, alpha channel is the reflection amount)
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bool bNormalMapAlpha = false;
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if ( params[NORMALMAP]->IsTexture() && !bHasEnvmap )
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{
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SetDefaultBlendingShadowState( NORMALMAP, false );
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if ( !bMasked && TextureIsTranslucent( NORMALMAP, false ) )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
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bNormalMapAlpha = true;
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}
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}
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// dudv map
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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// renderable texture for refraction
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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if( bRefractTintTexture )
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{
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// refract tint texture
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
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}
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int fmt = VERTEX_POSITION | VERTEX_NORMAL;
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int userDataSize = 0;
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if( bIsModel )
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{
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userDataSize = 4;
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}
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else
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{
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fmt |= VERTEX_TANGENT_S | VERTEX_TANGENT_T;
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}
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pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, userDataSize );
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if( bIsModel )
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{
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refract_model_vs11_Static_Index vshIndex;
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pShaderShadow->SetVertexShader( "Refract_model_vs11", vshIndex.GetIndex() );
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}
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else
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{
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refract_world_vs11_Static_Index vshIndex;
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pShaderShadow->SetVertexShader( "Refract_world_vs11", vshIndex.GetIndex() );
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}
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int pshIndex;
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pshIndex = ComputePixelShaderIndex( bRefractTintTexture, bNormalMapAlpha );
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pShaderShadow->SetPixelShader( "Refract_ps11", pshIndex );
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if( bMasked )
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{
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EnableAlphaBlending( SHADER_BLEND_ONE_MINUS_SRC_ALPHA, SHADER_BLEND_SRC_ALPHA );
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}
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DefaultFog();
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}
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DYNAMIC_STATE
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{
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pShaderAPI->SetDefaultState();
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// The dx9.0c runtime says that we shouldn't have a non-zero dimension when using vertex and pixel shaders.
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pShaderAPI->SetTextureTransformDimension( SHADER_TEXTURE_STAGE1, 0, true );
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if ( params[DUDVFRAME]->GetIntValue() == 0 )
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{
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BindTexture( SHADER_SAMPLER0, DUDVMAP, BUMPFRAME );
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}
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else
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{
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BindTexture( SHADER_SAMPLER0, DUDVMAP, DUDVFRAME );
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}
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if ( params[BASETEXTURE]->IsTexture() )
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{
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BindTexture( SHADER_SAMPLER1, BASETEXTURE, FRAME );
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}
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else
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{
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 );
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}
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if( bRefractTintTexture )
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{
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BindTexture( SHADER_SAMPLER2, REFRACTTINTTEXTURE, REFRACTTINTTEXTUREFRAME );
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}
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if ( params[NORMALMAP]->IsTexture() )
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{
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BindTexture( SHADER_SAMPLER3, NORMALMAP, BUMPFRAME );
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}
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float fRefractionAmount = params[REFRACTAMOUNT]->GetFloatValue();
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pShaderAPI->SetBumpEnvMatrix( SHADER_TEXTURE_STAGE1, fRefractionAmount, 0.0f, 0.0f, fRefractionAmount );
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SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, BUMPTRANSFORM );
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// used to invert y
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// xboxfixme - move this into defined constants
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float c[4] = { 0.0f, 0.0f, 0.0f, -1.0f };
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, c, 1 );
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SetPixelShaderConstant( 0, REFRACTTINT );
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if( bIsModel )
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{
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refract_model_vs11_Dynamic_Index vshIndex;
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 );
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
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}
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else
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{
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refract_world_vs11_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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}
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Draw();
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if( bHasEnvmap )
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{
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bool bNoWriteZ = (params[NOWRITEZ]->GetIntValue() != 0);
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const bool bBlendSpecular = true;
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if( bIsModel )
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{
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DrawModelBumpedSpecularLighting( NORMALMAP, BUMPFRAME,
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ENVMAP, ENVMAPFRAME,
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ENVMAPTINT, ALPHA,
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ENVMAPCONTRAST, ENVMAPSATURATION,
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BUMPTRANSFORM,
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bBlendSpecular, bNoWriteZ );
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}
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else
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{
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DrawWorldBumpedSpecularLighting( NORMALMAP, ENVMAP,
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BUMPFRAME, ENVMAPFRAME,
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ENVMAPTINT, ALPHA,
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ENVMAPCONTRAST, ENVMAPSATURATION,
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BUMPTRANSFORM, FRESNELREFLECTION,
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bBlendSpecular, bNoWriteZ );
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}
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}
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}
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END_SHADER
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