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206 lines
6.1 KiB
206 lines
6.1 KiB
5 years ago
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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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// $NoKeywords: $
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//=============================================================================//
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#include "BaseVSShader.h"
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#include "convar.h"
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#include "d3dx.h"
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DEFINE_FALLBACK_SHADER( Portal, Portal_DX60 )
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BEGIN_VS_SHADER( Portal_DX60,
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"Help for Portal_DX60 shader" )
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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( STATICAMOUNT, SHADER_PARAM_TYPE_FLOAT, "0.0", "Amount of the static blend texture to blend into the base texture" )
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SHADER_PARAM( STATICBLENDTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "When adding static, this is the texture that gets blended in" )
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SHADER_PARAM( STATICBLENDTEXTUREFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" )
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SHADER_PARAM( ALPHAMASKTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "An alpha mask for odd shaped portals" )
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SHADER_PARAM( ALPHAMASKTEXTUREFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" )
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SHADER_PARAM( RENDERFIXZ, SHADER_PARAM_TYPE_INTEGER, "0", "Special depth handling, intended for rendering bug workarounds for extremely close polygons" )
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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SET_FLAGS( MATERIAL_VAR_TRANSLUCENT );
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}
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SHADER_FALLBACK
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{
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return 0; //it doesn't get any simpler than this
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}
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SHADER_INIT
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{
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if( params[STATICBLENDTEXTURE]->IsDefined() )
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LoadTexture( STATICBLENDTEXTURE );
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if( params[ALPHAMASKTEXTURE]->IsDefined() )
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LoadTexture( ALPHAMASKTEXTURE );
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if( !params[STATICAMOUNT]->IsDefined() )
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params[STATICAMOUNT]->SetFloatValue( 0.0f );
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if( !params[STATICAMOUNT]->IsDefined() )
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params[STATICAMOUNT]->SetFloatValue( 0.0f );
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if( !params[STATICBLENDTEXTURE]->IsDefined() )
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params[STATICBLENDTEXTURE]->SetIntValue( 0 );
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if( !params[STATICBLENDTEXTUREFRAME]->IsDefined() )
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params[STATICBLENDTEXTUREFRAME]->SetIntValue( 0 );
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if( !params[ALPHAMASKTEXTURE]->IsDefined() )
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params[ALPHAMASKTEXTURE]->SetIntValue( 0 );
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if( !params[ALPHAMASKTEXTUREFRAME]->IsDefined() )
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params[ALPHAMASKTEXTUREFRAME]->SetIntValue( 0 );
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if( !params[RENDERFIXZ]->IsDefined() )
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params[RENDERFIXZ]->SetIntValue( 0 );
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}
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SHADER_DRAW
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{
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bool bAlphaMaskTexture = params[ALPHAMASKTEXTURE]->IsTexture();
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SHADOW_STATE
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{
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SetInitialShadowState();
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bool bIsModel = IS_FLAG_SET( MATERIAL_VAR_MODEL );
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FogToFogColor();
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if( params[RENDERFIXZ]->GetIntValue() == 0 )
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{
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//pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DECAL ); //a portal is effectively a decal on top of a wall
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pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_NEAREROREQUAL );
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}
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else
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{
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pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DISABLE );
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pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_ALWAYS );
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pShaderShadow->EnableDepthTest( false );
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pShaderShadow->EnableDepthWrites( false );
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}
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pShaderShadow->EnableDepthWrites( true );
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if( bAlphaMaskTexture )
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{
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pShaderShadow->EnableAlphaTest( true );
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if( bIsModel )
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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_TEXCOORD1 );
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else
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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_LIGHTMAP_TEXCOORD0 | SHADER_DRAW_LIGHTMAP_TEXCOORD1 );
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}
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else
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{
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if( bIsModel )
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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 );
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else
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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_LIGHTMAP_TEXCOORD0 );
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}
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}
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DYNAMIC_STATE
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{
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pShaderAPI->SetDefaultState();
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}
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if( bAlphaMaskTexture )
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StaticPass_WithAlphaMask( pShaderShadow, pShaderAPI, params ); //portal static texture blending
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else
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StaticPass_NoAlphaMask( pShaderShadow, pShaderAPI, params ); //portal static texture blending
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}
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void StaticPass_NoAlphaMask( IShaderShadow *pShaderShadow, IShaderDynamicAPI *pShaderAPI, IMaterialVar **params )
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{
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bool bStaticBlendTexture = params[STATICBLENDTEXTURE]->IsTexture();
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SHADOW_STATE
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{
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if( bStaticBlendTexture )
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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}
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DYNAMIC_STATE
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{
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if( bStaticBlendTexture )
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BindTexture( SHADER_SAMPLER0, STATICBLENDTEXTURE, STATICBLENDTEXTUREFRAME );
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else
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pShaderAPI->Color4f( 0.5f, 0.5f, 0.5f, 0.0f );
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}
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Draw();
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}
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void StaticPass_WithAlphaMask( IShaderShadow *pShaderShadow, IShaderDynamicAPI *pShaderAPI, IMaterialVar **params )
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{
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bool bStaticBlendTexture = params[STATICBLENDTEXTURE]->IsTexture();
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SHADOW_STATE
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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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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pShaderShadow->EnableCustomPixelPipe( true );
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pShaderShadow->CustomTextureStages( 2 );
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//portal static
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if( bStaticBlendTexture )
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{
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
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SHADER_TEXCHANNEL_COLOR,
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SHADER_TEXOP_SELECTARG1,
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SHADER_TEXARG_TEXTURE, SHADER_TEXARG_TEXTURE );
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}
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else
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{
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
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SHADER_TEXCHANNEL_COLOR,
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SHADER_TEXOP_SELECTARG1,
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SHADER_TEXARG_CONSTANTCOLOR, SHADER_TEXARG_CONSTANTCOLOR );
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}
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
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SHADER_TEXCHANNEL_ALPHA,
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SHADER_TEXOP_SELECTARG1,
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SHADER_TEXARG_ZERO, SHADER_TEXARG_ZERO );
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//alpha mask
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
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SHADER_TEXCHANNEL_COLOR,
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SHADER_TEXOP_SELECTARG1,
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SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_PREVIOUSSTAGE );
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
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SHADER_TEXCHANNEL_ALPHA,
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SHADER_TEXOP_SELECTARG1,
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SHADER_TEXARG_TEXTUREALPHA, SHADER_TEXARG_TEXTUREALPHA );
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}
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DYNAMIC_STATE
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{
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if( bStaticBlendTexture )
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BindTexture( SHADER_SAMPLER0, STATICBLENDTEXTURE, STATICBLENDTEXTUREFRAME );
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else
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pShaderAPI->Color4f( 0.5f, 0.5f, 0.5f, 0.0f );
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BindTexture( SHADER_SAMPLER1, ALPHAMASKTEXTURE, ALPHAMASKTEXTUREFRAME );
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}
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Draw();
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SHADOW_STATE
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{
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pShaderShadow->EnableCustomPixelPipe( false );
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}
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}
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END_SHADER
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