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232 lines
6.8 KiB
232 lines
6.8 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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//=====================================================================================//
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#include "BaseVSShader.h"
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#include "unlitgeneric_vs11.inc"
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#include "cloak_blended_pass_helper.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( Modulate, Modulate_DX8 )
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BEGIN_VS_SHADER( Modulate_DX8,
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"Help for Modulate" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( WRITEZ, SHADER_PARAM_TYPE_BOOL, "0", "Forces z to be written if set" )
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SHADER_PARAM( MOD2X, SHADER_PARAM_TYPE_BOOL, "0", "forces a 2x modulate so that you can brighten and darken things" )
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// Cloak Pass
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SHADER_PARAM( CLOAKPASSENABLED, SHADER_PARAM_TYPE_BOOL, "0", "Enables cloak render in a second pass" )
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SHADER_PARAM( CLOAKFACTOR, SHADER_PARAM_TYPE_FLOAT, "0.0", "" )
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SHADER_PARAM( CLOAKCOLORTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Cloak color tint" )
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SHADER_PARAM( REFRACTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "2", "" )
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END_SHADER_PARAMS
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SHADER_FALLBACK
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{
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if ( IsPC() && !g_pHardwareConfig->SupportsVertexAndPixelShaders() )
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return "Modulate_DX6";
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return 0;
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}
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// Cloak Pass
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void SetupVarsCloakBlendedPass( CloakBlendedPassVars_t &info )
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{
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info.m_nCloakFactor = CLOAKFACTOR;
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info.m_nCloakColorTint = CLOAKCOLORTINT;
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info.m_nRefractAmount = REFRACTAMOUNT;
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}
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bool NeedsPowerOfTwoFrameBufferTexture( IMaterialVar **params, bool bCheckSpecificToThisFrame ) const
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{
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if ( params[CLOAKPASSENABLED]->GetIntValue() ) // If material supports cloaking
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{
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if ( bCheckSpecificToThisFrame == false ) // For setting model flag at load time
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return true;
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else if ( ( params[CLOAKFACTOR]->GetFloatValue() > 0.0f ) && ( params[CLOAKFACTOR]->GetFloatValue() < 1.0f ) ) // Per-frame check
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return true;
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// else, not cloaking this frame, so check flag2 in case the base material still needs it
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}
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// Check flag2 if not drawing cloak pass
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return IS_FLAG2_SET( MATERIAL_VAR2_NEEDS_POWER_OF_TWO_FRAME_BUFFER_TEXTURE );
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}
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bool IsTranslucent( IMaterialVar **params ) const
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{
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if ( params[CLOAKPASSENABLED]->GetIntValue() ) // If material supports cloaking
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{
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if ( ( params[CLOAKFACTOR]->GetFloatValue() > 0.0f ) && ( params[CLOAKFACTOR]->GetFloatValue() < 1.0f ) ) // Per-frame check
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return true;
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// else, not cloaking this frame, so check flag in case the base material still needs it
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}
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// Check flag if not drawing cloak pass
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return IS_FLAG_SET( MATERIAL_VAR_TRANSLUCENT );
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}
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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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// Cloak Pass
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if ( !params[CLOAKPASSENABLED]->IsDefined() )
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{
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params[CLOAKPASSENABLED]->SetIntValue( 0 );
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}
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else if ( params[CLOAKPASSENABLED]->GetIntValue() )
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{
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CloakBlendedPassVars_t info;
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SetupVarsCloakBlendedPass( info );
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InitParamsCloakBlendedPass( this, params, pMaterialName, info );
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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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LoadTexture( BASETEXTURE );
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// Cloak Pass
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if ( params[CLOAKPASSENABLED]->GetIntValue() )
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{
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CloakBlendedPassVars_t info;
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SetupVarsCloakBlendedPass( info );
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InitCloakBlendedPass( this, params, info );
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}
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}
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SHADER_DRAW
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{
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// Skip the standard rendering if cloak pass is fully opaque
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bool bDrawStandardPass = true;
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if ( params[CLOAKPASSENABLED]->GetIntValue() && ( pShaderShadow == NULL ) ) // && not snapshotting
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{
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CloakBlendedPassVars_t info;
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SetupVarsCloakBlendedPass( info );
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if ( CloakBlendedPassIsFullyOpaque( params, info ) )
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{
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// There is some strangeness in DX8 when trying to skip the main pass, so leave this alone for now
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//bDrawStandardPass = false;
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}
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}
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// Standard rendering pass
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if ( bDrawStandardPass )
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{
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bool bMod2X = params[MOD2X]->IsDefined() && params[MOD2X]->GetIntValue();
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bool bVertexColorOrAlpha = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ) || IS_FLAG_SET( MATERIAL_VAR_VERTEXALPHA );
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SHADOW_STATE
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{
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if( bMod2X )
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{
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EnableAlphaBlending( SHADER_BLEND_DST_COLOR, SHADER_BLEND_SRC_COLOR );
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}
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else
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{
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EnableAlphaBlending( SHADER_BLEND_DST_COLOR, SHADER_BLEND_ZERO );
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}
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if (params[WRITEZ]->GetIntValue() != 0)
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{
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// This overrides the disabling of depth writes performed in
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// EnableAlphaBlending
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pShaderShadow->EnableDepthWrites( true );
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}
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unsigned int flags = VERTEX_POSITION;
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int numTexCoords = 1;
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if( params[BASETEXTURE]->IsTexture() )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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}
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if( bVertexColorOrAlpha )
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{
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flags |= VERTEX_COLOR;
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}
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pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, NULL, 0 );
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unlitgeneric_vs11_Static_Index vshIndex;
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vshIndex.SetDETAIL( false );
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vshIndex.SetENVMAP( false );
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vshIndex.SetENVMAPCAMERASPACE( false );
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vshIndex.SetENVMAPSPHERE( false );
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vshIndex.SetSEPARATEDETAILUVS( false );
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vshIndex.SetVERTEXCOLOR( bVertexColorOrAlpha );
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pShaderShadow->SetVertexShader( "unlitgeneric_vs11", vshIndex.GetIndex() );
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pShaderShadow->SetPixelShader( "Modulate_ps11" );
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// We need to fog to *white* regardless of overbrighting...
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if( bMod2X )
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{
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FogToGrey();
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}
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else
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{
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FogToOOOverbright();
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}
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}
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DYNAMIC_STATE
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{
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if( params[BASETEXTURE]->IsTexture() )
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{
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
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SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
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}
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// set constant color for modulation
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SetModulationVertexShaderDynamicState();
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// We need to fog to *white* regardless of overbrighting...
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if( bMod2X )
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{
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float grey[4] = { 0.5f, 0.5f, 0.5f, 1.0f };
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pShaderAPI->SetPixelShaderConstant( 0, grey );
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}
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else
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{
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float white[4] = { 0.5f, 0.5f, 0.5f, 1.0f };
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pShaderAPI->SetPixelShaderConstant( 0, white );
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}
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unlitgeneric_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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Draw( );
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}
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else
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{
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// Skip this pass!
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Draw( false );
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}
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// Cloak Pass
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if ( params[CLOAKPASSENABLED]->GetIntValue() )
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{
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// If ( snapshotting ) or ( we need to draw this frame )
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if ( ( pShaderShadow != NULL ) || ( ( params[CLOAKFACTOR]->GetFloatValue() > 0.0f ) && ( params[CLOAKFACTOR]->GetFloatValue() < 1.0f ) ) )
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{
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CloakBlendedPassVars_t info;
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SetupVarsCloakBlendedPass( info );
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DrawCloakBlendedPass( this, params, pShaderAPI, pShaderShadow, info, vertexCompression );
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}
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else // We're not snapshotting and we don't need to draw this frame
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{
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// Skip this pass!
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Draw( false );
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}
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}
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}
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END_SHADER
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