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289 lines
8.2 KiB
289 lines
8.2 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Lightmap only shader
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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( LightmappedGeneric, LightmappedGeneric_DX6 )
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BEGIN_SHADER( LightmappedGeneric_DX6,
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"Help for LightmappedGeneric_DX6" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( SELFILLUMTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" )
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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, "", "" )
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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, "", "" )
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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, "90", "Do specular pass only on dxlevel or higher (ie.80, 81, 90)" )
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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// FLASHLIGHTFIXME
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params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
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if( params[BASETEXTURE]->IsDefined() )
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{
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if( !IS_FLAG_SET(MATERIAL_VAR_MULTIPASS) )
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{
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params[ENVMAP]->SetUndefined();
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params[ENVMAPMASK]->SetUndefined();
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}
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}
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if( !params[ENVMAPMASKSCALE]->IsDefined() )
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params[ENVMAPMASKSCALE]->SetFloatValue( 1.0f );
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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[SELFILLUMTINT]->IsDefined() )
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params[SELFILLUMTINT]->SetVecValue( 1.0f, 1.0f, 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 self-illum or 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_SELFILLUM );
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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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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
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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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SET_FLAGS2( MATERIAL_VAR2_NEEDS_FIXED_FUNCTION_FLASHLIGHT );
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}
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SHADER_INIT
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{
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LoadTexture( FLASHLIGHTTEXTURE );
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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_SELFILLUM))
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CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM );
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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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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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{
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LoadCubeMap( ENVMAP );
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}
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else
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{
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LoadTexture( ENVMAP );
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}
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if( !g_pHardwareConfig->SupportsCubeMaps() )
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{
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SET_FLAGS( MATERIAL_VAR_ENVMAPSPHERE );
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}
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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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SHADER_FALLBACK
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{
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return 0;
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}
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int GetDrawFlagsPass1(IMaterialVar** params)
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{
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int flags = SHADER_DRAW_POSITION | SHADER_DRAW_LIGHTMAP_TEXCOORD0;
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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_TEXCOORD1;
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return flags;
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}
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void DrawLightmapOnly( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
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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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pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE0, OVERBRIGHT );
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SetModulationShadowState();
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SetDefaultBlendingShadowState( );
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pShaderShadow->DrawFlags( GetDrawFlagsPass1( params ) );
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DefaultFog();
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}
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DYNAMIC_STATE
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{
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_LIGHTMAP );
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SetModulationDynamicState();
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}
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Draw();
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}
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void DrawBaseTimesLightmap( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
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{
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// Base times lightmap
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SHADOW_STATE
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{
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// alpha test
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pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) );
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// Alpha blending
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SetDefaultBlendingShadowState( BASETEXTURE, true );
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// Independenly configure alpha and color
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pShaderShadow->EnableAlphaPipe( true );
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// color channel
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// base
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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// lightmap
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE1, OVERBRIGHT );
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pShaderShadow->EnableConstantColor( IsColorModulating() );
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// alpha channel
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pShaderShadow->EnableConstantAlpha( IsAlphaModulating() );
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if ((! IsColorModulating()) && ( ! IsAlphaModulating()))
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pShaderShadow->EnableVertexAlpha( IS_FLAG_SET(MATERIAL_VAR_VERTEXALPHA) );
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pShaderShadow->EnableTextureAlpha( SHADER_TEXTURE_STAGE0, TextureIsTranslucent(BASETEXTURE, true) );
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pShaderShadow->EnableTextureAlpha( SHADER_TEXTURE_STAGE1, false );
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int flags = SHADER_DRAW_POSITION | SHADER_DRAW_LIGHTMAP_TEXCOORD1;
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if (IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR))
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{
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if ( (! IsColorModulating()) && ( ! IsAlphaModulating()))
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flags |= SHADER_DRAW_COLOR;
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}
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if (params[BASETEXTURE]->IsTexture())
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{
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flags |= SHADER_DRAW_TEXCOORD0;
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}
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pShaderShadow->DrawFlags( flags );
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DefaultFog();
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}
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DYNAMIC_STATE
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{
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP );
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
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SetFixedFunctionTextureTransform( MATERIAL_TEXTURE0, BASETEXTURETRANSFORM );
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SetModulationDynamicState();
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}
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Draw();
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SHADOW_STATE
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{
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pShaderShadow->EnableAlphaPipe( false );
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}
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}
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void DrawMode1( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
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{
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// Pass 1 : Base * lightmap or just lightmap
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if ( params[BASETEXTURE]->IsTexture() )
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{
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DrawBaseTimesLightmap( params, pShaderAPI, pShaderShadow );
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FixedFunctionMultiplyByDetailPass(
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BASETEXTURE, FRAME, BASETEXTURETRANSFORM, DETAIL, DETAILSCALE );
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// Draw the selfillum pass
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if ( IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) )
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{
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FixedFunctionSelfIlluminationPass(
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SHADER_SAMPLER0, BASETEXTURE, FRAME, BASETEXTURETRANSFORM, SELFILLUMTINT );
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}
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}
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else
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{
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DrawLightmapOnly( params, pShaderAPI, pShaderShadow );
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FixedFunctionMultiplyByDetailPass(
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BASETEXTURE, FRAME, BASETEXTURETRANSFORM, DETAIL, DETAILSCALE );
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}
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// Pass 2 : Masked environment map
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if (params[ENVMAP]->IsTexture())
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{
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FixedFunctionAdditiveMaskedEnvmapPass(
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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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SHADER_DRAW
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{
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bool hasFlashlight = UsingFlashlight( params );
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if( hasFlashlight )
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{
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DrawFlashlight_dx70( params, pShaderAPI, pShaderShadow, FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME );
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}
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else
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{
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// Base * Lightmap + env
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DrawMode1( params, pShaderAPI, pShaderShadow );
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}
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}
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END_SHADER
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//-----------------------------------------------------------------------------
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// This allows us to use a block labelled 'Water_DX60' in the water materials
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//-----------------------------------------------------------------------------
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BEGIN_INHERITED_SHADER( Water_DX60, LightmappedGeneric_DX6, "Help for Water_DX60" )
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END_INHERITED_SHADER
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