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252 lines
6.6 KiB
252 lines
6.6 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 "commandbuilder.h"
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#include "warp_ps20.inc"
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#include "warp_ps20b.inc"
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#include "warp_vs20.inc"
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#include "warp_ps30.inc"
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#include "warp_vs30.inc"
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#include "../materialsystem_global.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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class CWarp_DX9_Context : public CBasePerMaterialContextData
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{
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public:
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uint8 *m_pStaticCmds;
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CCommandBufferBuilder< CFixedCommandStorageBuffer< 1000 > > m_SemiStaticCmdsOut;
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void ResetStaticCmds( void )
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{
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if ( m_pStaticCmds )
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{
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delete[] m_pStaticCmds;
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m_pStaticCmds = NULL;
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}
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}
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CWarp_DX9_Context( void )
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{
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m_pStaticCmds = NULL;
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}
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~CWarp_DX9_Context( void )
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{
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ResetStaticCmds();
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}
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};
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static const float kAllZeros[ 4 ] = { 0.0f, 0.0f, 0.0f, 0.0f };
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BEGIN_VS_SHADER( warp, "Help for warp" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" )
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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_FALLBACK
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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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LoadTexture( BASETEXTURE, TEXTUREFLAGS_SRGB );
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}
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SHADER_DRAW
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{
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CWarp_DX9_Context *pContextData = reinterpret_cast< CWarp_DX9_Context *> ( *pContextDataPtr );
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bool bNeedRegenStaticCmds = ( !pContextData ) || pShaderShadow;
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if ( !pContextData ) // make sure allocated
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{
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pContextData = new CWarp_DX9_Context;
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*pContextDataPtr = pContextData;
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}
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if ( pShaderShadow || bNeedRegenStaticCmds )
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{
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pContextData->ResetStaticCmds();
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CCommandBufferBuilder< CFixedCommandStorageBuffer< 5000 > > staticCmdsBuf;
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staticCmdsBuf.BindTexture( this, SHADER_SAMPLER0, BASETEXTURE, -1 );
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staticCmdsBuf.End();
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// now, copy buf
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pContextData->m_pStaticCmds = new uint8[ staticCmdsBuf.Size() ];
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memcpy( pContextData->m_pStaticCmds, staticCmdsBuf.Base(), staticCmdsBuf.Size() );
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}
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if ( pShaderAPI && pContextData->m_bMaterialVarsChanged )
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{
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// need to regenerate the semistatic cmds
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pContextData->m_SemiStaticCmdsOut.Reset();
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pContextData->m_bMaterialVarsChanged = false;
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pContextData->m_SemiStaticCmdsOut.SetAmbientCubeDynamicStateVertexShader();
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pContextData->m_SemiStaticCmdsOut.End();
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}
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SHADOW_STATE
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{
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SetInitialShadowState( );
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pShaderShadow->EnableDepthWrites( false );
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pShaderShadow->EnableDepthTest( false );
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pShaderShadow->EnableBlending( false );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
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pShaderShadow->EnableSRGBWrite( true );
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pShaderShadow->EnableAlphaWrites( false );
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pShaderShadow->EnableAlphaTest( false );
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DefaultFog();
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int nFormat = 0;
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nFormat |= VERTEX_POSITION;
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pShaderShadow->VertexShaderVertexFormat( nFormat, 2, 0, 0 );
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if ( !g_pHardwareConfig->SupportsShaderModel_3_0() )
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{
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DECLARE_STATIC_VERTEX_SHADER( warp_vs20 );
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SET_STATIC_VERTEX_SHADER( warp_vs20 );
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if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( warp_ps20b );
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SET_STATIC_PIXEL_SHADER( warp_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( warp_ps20 );
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SET_STATIC_PIXEL_SHADER( warp_ps20 );
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}
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}
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else
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{
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DECLARE_STATIC_VERTEX_SHADER( warp_vs30 );
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SET_STATIC_VERTEX_SHADER( warp_vs30 );
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DECLARE_STATIC_PIXEL_SHADER( warp_ps30 );
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SET_STATIC_PIXEL_SHADER( warp_ps30 );
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}
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}
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DYNAMIC_STATE
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{
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CCommandBufferBuilder< CFixedCommandStorageBuffer< 1000 > > DynamicCmdsOut;
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DynamicCmdsOut.Call( pContextData->m_pStaticCmds );
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DynamicCmdsOut.Call( pContextData->m_SemiStaticCmdsOut.Base() );
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pShaderAPI->SetDefaultState();
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Vector4D vParms;
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Vector vTemp;
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// GetVectorRenderingParameter only return a Vec3, not a Vec4, so I need to repack these :-(
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vTemp = pShaderAPI->GetVectorRenderingParameter ( VECTOR_RENDERPARM_HMDWARP_GROW_OUTIN );
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vParms.x = vTemp.x;
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vParms.y = vTemp.y;
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vTemp = pShaderAPI->GetVectorRenderingParameter ( VECTOR_RENDERPARM_HMDWARP_GROW_ABOVEBELOW );
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vParms.z = vTemp.x;
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vParms.w = vTemp.y;
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pShaderAPI->SetPixelShaderConstant( 0, vParms.Base() );
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vTemp = pShaderAPI->GetVectorRenderingParameter ( VECTOR_RENDERPARM_HMDWARP_LEFT_CENTRE );
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vParms.x = vTemp.x;
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vParms.y = vTemp.y;
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vTemp = pShaderAPI->GetVectorRenderingParameter ( VECTOR_RENDERPARM_HMDWARP_RIGHT_CENTRE );
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vParms.z = vTemp.x;
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vParms.w = vTemp.y;
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pShaderAPI->SetPixelShaderConstant( 1, vParms.Base() );
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vTemp = pShaderAPI->GetVectorRenderingParameter ( VECTOR_RENDERPARM_HMDWARP_LEFT_COEFF012 );
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vParms.x = vTemp.x;
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vParms.y = vTemp.y;
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vParms.z = vTemp.z;
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vTemp = pShaderAPI->GetVectorRenderingParameter ( VECTOR_RENDERPARM_HMDWARP_LEFT_COEFF34_RED_OFFSET );
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vParms.w = vTemp.z; // Red offset
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// Shader doesn't support a 4th & 5th coefficient (yet?).
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pShaderAPI->SetPixelShaderConstant( 2, vParms.Base() );
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vTemp = pShaderAPI->GetVectorRenderingParameter ( VECTOR_RENDERPARM_HMDWARP_RIGHT_COEFF012 );
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vParms.x = vTemp.x;
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vParms.y = vTemp.y;
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vParms.z = vTemp.z;
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vTemp = pShaderAPI->GetVectorRenderingParameter ( VECTOR_RENDERPARM_HMDWARP_RIGHT_COEFF34_BLUE_OFFSET );
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vParms.w = vTemp.z; // Blue offset
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// Shader doesn't support a 4th & 5th coefficient (yet?).
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pShaderAPI->SetPixelShaderConstant( 3, vParms.Base() );
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vTemp = pShaderAPI->GetVectorRenderingParameter ( VECTOR_RENDERPARM_HMDWARP_ASPECT );
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vParms.x = vTemp.x;
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vParms.y = vTemp.y;
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vParms.z = vTemp.z;
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vParms.w = 0.0f;
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pShaderAPI->SetPixelShaderConstant( 4, vParms.Base() );
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int nDistortType = pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_DISTORTION_TYPE );
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if ( !g_pHardwareConfig->SupportsShaderModel_3_0() )
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{
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DECLARE_DYNAMIC_VERTEX_SHADER( warp_vs20 );
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SET_DYNAMIC_VERTEX_SHADER( warp_vs20 );
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if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( warp_ps20b );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( DISTORT_TYPE, nDistortType );
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SET_DYNAMIC_PIXEL_SHADER( warp_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( warp_ps20 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( DISTORT_TYPE, nDistortType );
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SET_DYNAMIC_PIXEL_SHADER( warp_ps20 );
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}
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}
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else
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{
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DECLARE_DYNAMIC_VERTEX_SHADER( warp_vs30 );
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SET_DYNAMIC_VERTEX_SHADER( warp_vs30 );
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DECLARE_DYNAMIC_PIXEL_SHADER( warp_ps30 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( DISTORT_TYPE, nDistortType );
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SET_DYNAMIC_PIXEL_SHADER( warp_ps30 );
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}
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DynamicCmdsOut.End();
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pShaderAPI->ExecuteCommandBuffer( DynamicCmdsOut.Base() );
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}
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Draw();
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}
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END_SHADER
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