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308 lines
10 KiB
308 lines
10 KiB
![]()
4 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 "portal_vs11.inc"
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#include "portal_ps11.inc"
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#include "convar.h"
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DEFINE_FALLBACK_SHADER( Portal, Portal_DX80 )
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BEGIN_VS_SHADER( Portal_DX80,
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"Help for Portal 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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SHADER_PARAM( USEALTERNATEVIEWMATRIX, SHADER_PARAM_TYPE_INTEGER, "1", "Use the alternate view matrix instead of the current view matrix" )
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SHADER_PARAM( ALTERNATEVIEWMATRIX, SHADER_PARAM_TYPE_MATRIX, "0", "The alternate view matrix to use when $usealternateviewmatrix is enabled" )
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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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if( !params[BASETEXTURE]->IsDefined() )
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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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}
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SHADER_FALLBACK
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{
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if( !g_pHardwareConfig->SupportsVertexAndPixelShaders() )
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return "Portal_DX60";
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return 0;
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}
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int iMaxTextureStages;
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SHADER_INIT
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{
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iMaxTextureStages = min( 3, g_pHardwareConfig->GetSamplerCount() );
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if (params[BASETEXTURE]->IsDefined() )
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LoadTexture( BASETEXTURE );
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if( params[STATICBLENDTEXTURE]->IsDefined() )
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LoadTexture( STATICBLENDTEXTURE );
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if( (iMaxTextureStages > 1) && 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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if ( !params[USEALTERNATEVIEWMATRIX]->IsDefined() )
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params[USEALTERNATEVIEWMATRIX]->SetIntValue( 0 );
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if ( !params[ALTERNATEVIEWMATRIX]->IsDefined() )
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{
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VMatrix matIdentity;
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matIdentity.Identity();
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params[ALTERNATEVIEWMATRIX]->SetMatrixValue( matIdentity );
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}
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}
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SHADER_DRAW
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{
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bool bStaticBlendTexture = params[STATICBLENDTEXTURE]->IsTexture();
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bool bAlphaMaskTexture = ((iMaxTextureStages > 1) && (params[ALPHAMASKTEXTURE]->IsTexture()))?(1):(0); //must support at least 2 texture stages to use any kind of mask
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float fStaticAmount = params[STATICAMOUNT]->GetFloatValue();
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SHADOW_STATE
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{
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SetInitialShadowState();
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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->EnableAlphaTest( true );
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if( ((iMaxTextureStages < 3) && bStaticBlendTexture) || bAlphaMaskTexture ) //in multipass modes, we need alpha to mix portal static, other
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{
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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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}
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else
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{
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pShaderShadow->EnableBlending( false );
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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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int iTexCoords = 1;
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if( IS_FLAG_SET( MATERIAL_VAR_MODEL ) )
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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, iTexCoords, NULL, userDataSize );
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DECLARE_STATIC_VERTEX_SHADER( portal_vs11 );
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SET_STATIC_VERTEX_SHADER_COMBO( MAXTEXTURESTAGES, (iMaxTextureStages - 1) );
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SET_STATIC_VERTEX_SHADER_COMBO( HASALPHAMASK, bAlphaMaskTexture );
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SET_STATIC_VERTEX_SHADER_COMBO( HASSTATICTEXTURE, bStaticBlendTexture );
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SET_STATIC_VERTEX_SHADER_COMBO( USEALTERNATEVIEW, (params[USEALTERNATEVIEWMATRIX]->GetIntValue() != 0) );
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SET_STATIC_VERTEX_SHADER( portal_vs11 );
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DECLARE_STATIC_PIXEL_SHADER( portal_ps11 );
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SET_STATIC_PIXEL_SHADER_COMBO( MAXTEXTURESTAGES, (iMaxTextureStages - 1) );
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SET_STATIC_PIXEL_SHADER_COMBO( HASALPHAMASK, bAlphaMaskTexture );
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SET_STATIC_PIXEL_SHADER_COMBO( HASSTATICTEXTURE, bStaticBlendTexture );
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SET_STATIC_PIXEL_SHADER( portal_ps11 );
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}
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DYNAMIC_STATE
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{
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pShaderAPI->SetDefaultState();
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//x is static, y is inverse static
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float pc0[4] = { fStaticAmount, 1.0f - fStaticAmount, 0.0f, 0.0f };
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pShaderAPI->SetPixelShaderConstant( 0, pc0 );
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if ( params[USEALTERNATEVIEWMATRIX]->GetIntValue() != 0 )
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{
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const VMatrix &matCustomView = params[ALTERNATEVIEWMATRIX]->GetMatrixValue();
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VMatrix matProj;
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pShaderAPI->GetMatrix( MATERIAL_PROJECTION, matProj.Base() );
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MatrixTranspose( matProj, matProj );
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VMatrix matFinal;
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MatrixMultiply( matProj, matCustomView, matFinal );
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, matFinal.Base(), 4 );
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}
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}
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if( iMaxTextureStages == 3 )
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{
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SinglePass( pShaderShadow, pShaderAPI, params, fStaticAmount, bStaticBlendTexture, bAlphaMaskTexture );
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}
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else
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{
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MultiPass_CutoutPass( pShaderShadow, pShaderAPI, params, bAlphaMaskTexture );
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if( bStaticBlendTexture ) //if we don't have a static texture, the cutout pass will mix in gray for any static amount
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MultiPass_StaticPass( pShaderShadow, pShaderAPI, params, bAlphaMaskTexture );
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}
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}
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void SinglePass( IShaderShadow *pShaderShadow, IShaderDynamicAPI *pShaderAPI, IMaterialVar **params, float fStaticAmount, bool bStaticBlendTexture, bool bAlphaMaskTexture )
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{
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SHADOW_STATE
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{
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// source render target that contains the image that we are warping.
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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if( bStaticBlendTexture || bAlphaMaskTexture )
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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if( bStaticBlendTexture && bAlphaMaskTexture )
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
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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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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
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else
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 );
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bool bHasStatic = (fStaticAmount > 0.0f);
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bool bUsingStaticTexture = (bStaticBlendTexture && bHasStatic);
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if ( bAlphaMaskTexture )
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{
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BindTexture( SHADER_SAMPLER1, ALPHAMASKTEXTURE, ALPHAMASKTEXTUREFRAME );
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if ( bUsingStaticTexture )
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BindTexture( SHADER_SAMPLER2, STATICBLENDTEXTURE, STATICBLENDTEXTUREFRAME );
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}
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else
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{
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if ( bUsingStaticTexture )
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BindTexture( SHADER_SAMPLER1, STATICBLENDTEXTURE, STATICBLENDTEXTUREFRAME );
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}
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int iHasStatic = bHasStatic?1:0;
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DECLARE_DYNAMIC_VERTEX_SHADER( portal_vs11 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( ADDSTATIC, iHasStatic );
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SET_DYNAMIC_VERTEX_SHADER( portal_vs11 );
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DECLARE_DYNAMIC_PIXEL_SHADER( portal_ps11 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( ADDSTATIC, iHasStatic );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
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SET_DYNAMIC_PIXEL_SHADER( portal_ps11 );
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}
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Draw();
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}
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void MultiPass_CutoutPass( IShaderShadow *pShaderShadow, IShaderDynamicAPI *pShaderAPI, IMaterialVar **params, bool bAlphaMaskTexture )
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{
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//the basic portal effect
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SHADOW_STATE
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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if( bAlphaMaskTexture )
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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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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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
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else
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 );
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if( bAlphaMaskTexture )
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BindTexture( SHADER_SAMPLER1, ALPHAMASKTEXTURE, ALPHAMASKTEXTUREFRAME );
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DECLARE_DYNAMIC_VERTEX_SHADER( portal_vs11 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( ADDSTATIC, 0 );
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SET_DYNAMIC_VERTEX_SHADER( portal_vs11 );
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DECLARE_DYNAMIC_PIXEL_SHADER( portal_ps11 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( ADDSTATIC, 0 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
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SET_DYNAMIC_PIXEL_SHADER( portal_ps11 );
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}
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Draw();
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}
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void MultiPass_StaticPass( IShaderShadow *pShaderShadow, IShaderDynamicAPI *pShaderAPI, IMaterialVar **params, bool bAlphaMaskTexture )
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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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if( bAlphaMaskTexture )
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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}
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DYNAMIC_STATE
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{
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BindTexture( SHADER_SAMPLER0, STATICBLENDTEXTURE, STATICBLENDTEXTUREFRAME );
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if( bAlphaMaskTexture )
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BindTexture( SHADER_SAMPLER1, ALPHAMASKTEXTURE, ALPHAMASKTEXTUREFRAME );
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DECLARE_DYNAMIC_VERTEX_SHADER( portal_vs11 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( ADDSTATIC, 1 );
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SET_DYNAMIC_VERTEX_SHADER( portal_vs11 );
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DECLARE_DYNAMIC_PIXEL_SHADER( portal_ps11 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( ADDSTATIC, 1 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
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SET_DYNAMIC_PIXEL_SHADER( portal_ps11 );
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}
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Draw();
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}
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END_SHADER
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