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355 lines
17 KiB
355 lines
17 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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/* Example how to plug this into an existing shader: |
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In the VMT: |
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// Flesh Interior Pass |
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"$FleshInteriorEnabled" "1" // Enables effect |
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"$FleshInteriorTexture" "models/Alyx/alyx_flesh_color" // Mask in alpha |
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"$FleshNormalTexture" "models/Alyx/alyx_flesh_normal" |
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"$FleshBorderTexture1D" "models/Alyx/alyx_flesh_border" |
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"$FleshInteriorNoiseTexture" "Engine/noise-blur-256x256" |
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"$FleshSubsurfaceTexture" "models/Alyx/alyx_flesh_subsurface" |
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"$FleshBorderNoiseScale" "1.5" // Flesh Noise UV scalar for border |
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"$FleshBorderWidth" "0.3" // Width of flesh border |
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"$FleshBorderSoftness" "0.42" // Border softness must be greater than 0.0 and up tp 0.5 |
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"$FleshBorderTint" "[1 1 1]" // Tint / brighten the border 1D texture |
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"$FleshGlossBrightness" "0.66" // Change the brightness of the glossy layer |
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"$FleshDebugForceFleshOn" "0" // DEBUG: This will force on full flesh for testing |
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"$FleshScrollSpeed" "1.0" |
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"Proxies" |
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{ |
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"FleshInterior" |
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{ |
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} |
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} |
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#include "flesh_interior_blended_pass_helper.h" |
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In BEGIN_SHADER_PARAMS: |
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// Flesh Interior Pass |
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SHADER_PARAM( FLESHINTERIORENABLED, SHADER_PARAM_TYPE_BOOL, "0", "Enable Flesh interior blend pass" ) |
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SHADER_PARAM( FLESHINTERIORTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Flesh color texture" ) |
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SHADER_PARAM( FLESHINTERIORNOISETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Flesh noise texture" ) |
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SHADER_PARAM( FLESHBORDERTEXTURE1D, SHADER_PARAM_TYPE_TEXTURE, "", "Flesh border 1D texture" ) |
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SHADER_PARAM( FLESHNORMALTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Flesh normal texture" ) |
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SHADER_PARAM( FLESHSUBSURFACETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Flesh subsurface texture" ) |
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SHADER_PARAM( FLESHCUBETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Flesh cubemap texture" ) |
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SHADER_PARAM( FLESHBORDERNOISESCALE, SHADER_PARAM_TYPE_FLOAT, "1.5", "Flesh Noise UV scalar for border" ) |
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SHADER_PARAM( FLESHDEBUGFORCEFLESHON, SHADER_PARAM_TYPE_BOOL, "0", "Flesh Debug full flesh" ) |
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SHADER_PARAM( FLESHEFFECTCENTERRADIUS1, SHADER_PARAM_TYPE_VEC4, "[0 0 0 0.001]", "Flesh effect center and radius" ) |
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SHADER_PARAM( FLESHEFFECTCENTERRADIUS2, SHADER_PARAM_TYPE_VEC4, "[0 0 0 0.001]", "Flesh effect center and radius" ) |
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SHADER_PARAM( FLESHEFFECTCENTERRADIUS3, SHADER_PARAM_TYPE_VEC4, "[0 0 0 0.001]", "Flesh effect center and radius" ) |
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SHADER_PARAM( FLESHEFFECTCENTERRADIUS4, SHADER_PARAM_TYPE_VEC4, "[0 0 0 0.001]", "Flesh effect center and radius" ) |
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SHADER_PARAM( FLESHSUBSURFACETINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Subsurface Color" ) |
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SHADER_PARAM( FLESHBORDERWIDTH, SHADER_PARAM_TYPE_FLOAT, "0.3", "Flesh border" ) |
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SHADER_PARAM( FLESHBORDERSOFTNESS, SHADER_PARAM_TYPE_FLOAT, "0.42", "Flesh border softness (> 0.0 && <= 0.5)" ) |
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SHADER_PARAM( FLESHBORDERTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Flesh border Color" ) |
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SHADER_PARAM( FLESHGLOBALOPACITY, SHADER_PARAM_TYPE_FLOAT, "1.0", "Flesh global opacity" ) |
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SHADER_PARAM( FLESHGLOSSBRIGHTNESS, SHADER_PARAM_TYPE_FLOAT, "0.66", "Flesh gloss brightness" ) |
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SHADER_PARAM( FLESHSCROLLSPEED, SHADER_PARAM_TYPE_FLOAT, "1.0", "Flesh scroll speed" ) |
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Add this above SHADER_INIT_PARAMS() |
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// Flesh Interior Pass |
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void SetupVarsFleshInteriorBlendedPass( FleshInteriorBlendedPassVars_t &info ) |
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{ |
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info.m_nFleshTexture = FLESHINTERIORTEXTURE; |
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info.m_nFleshNoiseTexture = FLESHINTERIORNOISETEXTURE; |
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info.m_nFleshBorderTexture1D = FLESHBORDERTEXTURE1D; |
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info.m_nFleshNormalTexture = FLESHNORMALTEXTURE; |
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info.m_nFleshSubsurfaceTexture = FLESHSUBSURFACETEXTURE; |
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info.m_nFleshCubeTexture = FLESHCUBETEXTURE; |
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info.m_nflBorderNoiseScale = FLESHBORDERNOISESCALE; |
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info.m_nflDebugForceFleshOn = FLESHDEBUGFORCEFLESHON; |
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info.m_nvEffectCenterRadius1 = FLESHEFFECTCENTERRADIUS1; |
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info.m_nvEffectCenterRadius2 = FLESHEFFECTCENTERRADIUS2; |
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info.m_nvEffectCenterRadius3 = FLESHEFFECTCENTERRADIUS3; |
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info.m_nvEffectCenterRadius4 = FLESHEFFECTCENTERRADIUS4; |
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info.m_ncSubsurfaceTint = FLESHSUBSURFACETINT; |
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info.m_nflBorderWidth = FLESHBORDERWIDTH; |
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info.m_nflBorderSoftness = FLESHBORDERSOFTNESS; |
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info.m_ncBorderTint = FLESHBORDERTINT; |
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info.m_nflGlobalOpacity = FLESHGLOBALOPACITY; |
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info.m_nflGlossBrightness = FLESHGLOSSBRIGHTNESS; |
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info.m_nflScrollSpeed = FLESHSCROLLSPEED; |
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} |
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In SHADER_INIT_PARAMS() |
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// Flesh Interior Pass |
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if ( !params[FLESHINTERIORENABLED]->IsDefined() ) |
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{ |
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params[FLESHINTERIORENABLED]->SetIntValue( 0 ); |
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} |
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else if ( params[FLESHINTERIORENABLED]->GetIntValue() ) |
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{ |
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FleshInteriorBlendedPassVars_t info; |
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SetupVarsFleshInteriorBlendedPass( info ); |
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InitParamsFleshInteriorBlendedPass( this, params, pMaterialName, info ); |
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} |
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In SHADER_INIT |
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// Flesh Interior Pass |
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if ( params[FLESHINTERIORENABLED]->GetIntValue() ) |
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{ |
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FleshInteriorBlendedPassVars_t info; |
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SetupVarsFleshInteriorBlendedPass( info ); |
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InitFleshInteriorBlendedPass( this, params, info ); |
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} |
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At the very end of SHADER_DRAW |
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// Flesh Interior Pass |
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if ( params[FLESHINTERIORENABLED]->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 ) || ( true ) ) |
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{ |
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FleshInteriorBlendedPassVars_t info; |
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SetupVarsFleshInteriorBlendedPass( info ); |
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DrawFleshInteriorBlendedPass( this, params, pShaderAPI, pShaderShadow, info ); |
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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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#include "BaseVSShader.h" |
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#include "mathlib/vmatrix.h" |
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#include "convar.h" |
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#include "flesh_interior_blended_pass_helper.h" |
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// Auto generated inc files |
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#include "flesh_interior_blended_pass_vs20.inc" |
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#include "flesh_interior_blended_pass_ps20.inc" |
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#include "flesh_interior_blended_pass_ps20b.inc" |
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void InitParamsFleshInteriorBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, FleshInteriorBlendedPassVars_t &info ) |
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{ |
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SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); |
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SET_PARAM_STRING_IF_NOT_DEFINED( info.m_nFleshCubeTexture, "env_cubemap" ); // Default to in-game env map |
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nflBorderNoiseScale, kDefaultBorderNoiseScale ); |
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nflDebugForceFleshOn, kDefaultDebugForceFleshOn ); |
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SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nvEffectCenterRadius1, kDefaultEffectCenterRadius, 4 ); |
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SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nvEffectCenterRadius2, kDefaultEffectCenterRadius, 4 ); |
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SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nvEffectCenterRadius3, kDefaultEffectCenterRadius, 4 ); |
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SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nvEffectCenterRadius4, kDefaultEffectCenterRadius, 4 ); |
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SET_PARAM_VEC_IF_NOT_DEFINED( info.m_ncSubsurfaceTint, kDefaultSubsurfaceTint, 4 ); |
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nflBorderWidth, kDefaultBorderWidth ); |
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nflBorderSoftness, kDefaultBorderSoftness ); |
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SET_PARAM_VEC_IF_NOT_DEFINED( info.m_ncBorderTint, kDefaultBorderTint, 4 ); |
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nflGlobalOpacity, kDefaultGlobalOpacity ); |
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nflGlossBrightness, kDefaultGlossBrightness ); |
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nflScrollSpeed, kDefaultScrollSpeed ); |
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nTime, 0.0f ); |
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} |
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void InitFleshInteriorBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, FleshInteriorBlendedPassVars_t &info ) |
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{ |
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// Load textures |
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pShader->LoadTexture( info.m_nFleshTexture, TEXTUREFLAGS_SRGB ); |
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pShader->LoadTexture( info.m_nFleshNoiseTexture ); |
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pShader->LoadTexture( info.m_nFleshBorderTexture1D, TEXTUREFLAGS_SRGB ); |
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pShader->LoadTexture( info.m_nFleshNormalTexture ); |
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pShader->LoadTexture( info.m_nFleshSubsurfaceTexture, TEXTUREFLAGS_SRGB ); |
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pShader->LoadCubeMap( info.m_nFleshCubeTexture, TEXTUREFLAGS_SRGB ); |
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} |
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void DrawFleshInteriorBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, |
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IShaderShadow* pShaderShadow, FleshInteriorBlendedPassVars_t &info, VertexCompressionType_t vertexCompression ) |
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{ |
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SHADOW_STATE |
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{ |
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// Reset shadow state manually since we're drawing from two materials |
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pShader->SetInitialShadowState(); |
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// Set stream format (note that this shader supports compression) |
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unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_COMPRESSED; |
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int nTexCoordCount = 1; |
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int userDataSize = 0; |
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pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize ); |
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bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow(); |
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// Vertex Shader |
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DECLARE_STATIC_VERTEX_SHADER( flesh_interior_blended_pass_vs20 ); |
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SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT ) ); |
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SET_STATIC_VERTEX_SHADER_COMBO( USE_STATIC_CONTROL_FLOW, bUseStaticControlFlow ); |
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SET_STATIC_VERTEX_SHADER( flesh_interior_blended_pass_vs20 ); |
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// Pixel Shader |
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
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{ |
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DECLARE_STATIC_PIXEL_SHADER( flesh_interior_blended_pass_ps20b ); |
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SET_STATIC_PIXEL_SHADER( flesh_interior_blended_pass_ps20b ); |
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} |
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else |
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{ |
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DECLARE_STATIC_PIXEL_SHADER( flesh_interior_blended_pass_ps20 ); |
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SET_STATIC_PIXEL_SHADER( flesh_interior_blended_pass_ps20 ); |
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} |
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// Textures |
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); |
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); |
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false ); // Noise texture not sRGB |
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); |
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); |
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, false ); // Normal texture not sRGB |
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pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); |
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, true ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); |
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER5, true ); |
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pShaderShadow->EnableSRGBWrite( true ); |
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// Blending |
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pShader->EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); |
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pShaderShadow->EnableAlphaTest( true ); |
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pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GREATER, 0.0f ); |
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} |
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DYNAMIC_STATE |
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{ |
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// Reset render state manually since we're drawing from two materials |
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pShaderAPI->SetDefaultState(); |
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bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow(); |
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// Set Vertex Shader Combos |
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LightState_t lightState = { 0, false, false }; |
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pShaderAPI->GetDX9LightState( &lightState ); |
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DECLARE_DYNAMIC_VERTEX_SHADER( flesh_interior_blended_pass_vs20 ); |
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); |
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); |
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DYNAMIC_LIGHT, lightState.HasDynamicLight() ); |
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SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT, lightState.m_bStaticLight ? 1 : 0 ); |
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SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); |
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SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, bUseStaticControlFlow ? 0 : lightState.m_nNumLights ); |
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SET_DYNAMIC_VERTEX_SHADER( flesh_interior_blended_pass_vs20 ); |
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// Set Vertex Shader Constants |
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pShader->SetAmbientCubeDynamicStateVertexShader(); |
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// Time % 1000 |
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float flCurrentTime = IS_PARAM_DEFINED( info.m_nTime ) && params[info.m_nTime]->GetFloatValue() > 0.0f ? params[info.m_nTime]->GetFloatValue() : pShaderAPI->CurrentTime(); |
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flCurrentTime *= IS_PARAM_DEFINED( info.m_nflScrollSpeed ) ? params[info.m_nflScrollSpeed]->GetFloatValue() : kDefaultScrollSpeed; // This is a dirty hack, but it works well enough |
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float vVsConst0[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; |
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vVsConst0[0] = flCurrentTime; |
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vVsConst0[0] -= (float)( (int)( vVsConst0[0] / 1000.0f ) ) * 1000.0f; |
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// Noise UV scroll |
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vVsConst0[1] = flCurrentTime / 100.0f; |
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vVsConst0[1] -= (float)( (int)( vVsConst0[1] ) ); |
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// Border noise scale |
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vVsConst0[2] = IS_PARAM_DEFINED( info.m_nflBorderNoiseScale ) ? params[info.m_nflBorderNoiseScale]->GetFloatValue() : kDefaultBorderNoiseScale; |
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// Debug force flesh on |
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vVsConst0[3] = IS_PARAM_DEFINED( info.m_nflDebugForceFleshOn ) ? params[info.m_nflDebugForceFleshOn]->GetFloatValue() : kDefaultDebugForceFleshOn; |
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, vVsConst0, 1 ); |
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// Flesh effect centers and radii |
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float vVsConst1[4] = { kDefaultEffectCenterRadius[0], kDefaultEffectCenterRadius[1], kDefaultEffectCenterRadius[2], kDefaultEffectCenterRadius[3] }; |
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if ( IS_PARAM_DEFINED( info.m_nvEffectCenterRadius1 ) ) |
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{ |
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params[info.m_nvEffectCenterRadius1]->GetVecValue( vVsConst1, 4 ); |
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if ( vVsConst1[3] < 0.001f ) |
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vVsConst1[3] = 0.001f; |
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vVsConst1[3] = 1.0f / vVsConst1[3]; // Pass 1.0/radius so we do a mul instead of a divide in the shader |
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} |
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, vVsConst1, 1 ); |
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float vVsConst2[4] = { kDefaultEffectCenterRadius[0], kDefaultEffectCenterRadius[1], kDefaultEffectCenterRadius[2], kDefaultEffectCenterRadius[3] }; |
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if ( IS_PARAM_DEFINED( info.m_nvEffectCenterRadius2 ) ) |
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{ |
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params[info.m_nvEffectCenterRadius2]->GetVecValue( vVsConst2, 4 ); |
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if ( vVsConst2[3] < 0.001f ) |
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vVsConst2[3] = 0.001f; |
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vVsConst2[3] = 1.0f / vVsConst2[3]; // Pass 1.0/radius so we do a mul instead of a divide in the shader |
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} |
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, vVsConst2, 2 ); |
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float vVsConst3[4] = { kDefaultEffectCenterRadius[0], kDefaultEffectCenterRadius[1], kDefaultEffectCenterRadius[2], kDefaultEffectCenterRadius[3] }; |
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if ( IS_PARAM_DEFINED( info.m_nvEffectCenterRadius3 ) ) |
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{ |
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params[info.m_nvEffectCenterRadius3]->GetVecValue( vVsConst3, 4 ); |
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if ( vVsConst3[3] < 0.001f ) |
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vVsConst3[3] = 0.001f; |
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vVsConst3[3] = 1.0f / vVsConst3[3]; // Pass 1.0/radius so we do a mul instead of a divide in the shader |
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} |
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, vVsConst3, 3 ); |
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float vVsConst4[4] = { kDefaultEffectCenterRadius[0], kDefaultEffectCenterRadius[1], kDefaultEffectCenterRadius[2], kDefaultEffectCenterRadius[3] }; |
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if ( IS_PARAM_DEFINED( info.m_nvEffectCenterRadius4 ) ) |
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{ |
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params[info.m_nvEffectCenterRadius4]->GetVecValue( vVsConst4, 4 ); |
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if ( vVsConst4[3] < 0.001f ) |
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vVsConst4[3] = 0.001f; |
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vVsConst4[3] = 1.0f / vVsConst4[3]; // Pass 1.0/radius so we do a mul instead of a divide in the shader |
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} |
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, vVsConst4, 4 ); |
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// Set Pixel Shader Combos |
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
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{ |
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DECLARE_DYNAMIC_PIXEL_SHADER( flesh_interior_blended_pass_ps20b ); |
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SET_DYNAMIC_PIXEL_SHADER( flesh_interior_blended_pass_ps20b ); |
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} |
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else |
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{ |
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DECLARE_DYNAMIC_PIXEL_SHADER( flesh_interior_blended_pass_ps20 ); |
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SET_DYNAMIC_PIXEL_SHADER( flesh_interior_blended_pass_ps20 ); |
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} |
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// Bind textures |
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pShader->BindTexture( SHADER_SAMPLER0, info.m_nFleshTexture ); |
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pShader->BindTexture( SHADER_SAMPLER1, info.m_nFleshNoiseTexture ); |
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pShader->BindTexture( SHADER_SAMPLER2, info.m_nFleshBorderTexture1D ); |
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pShader->BindTexture( SHADER_SAMPLER3, info.m_nFleshNormalTexture ); |
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pShader->BindTexture( SHADER_SAMPLER4, info.m_nFleshSubsurfaceTexture ); |
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pShader->BindTexture( SHADER_SAMPLER5, info.m_nFleshCubeTexture ); |
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// Set Pixel Shader Constants |
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// Subsurface tint |
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pShaderAPI->SetPixelShaderConstant( 0, IS_PARAM_DEFINED( info.m_ncSubsurfaceTint ) ? params[info.m_ncSubsurfaceTint]->GetVecValue() : kDefaultSubsurfaceTint, 1 ); |
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// Border width |
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float vPsConst1[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; |
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vPsConst1[0] = IS_PARAM_DEFINED( info.m_nflBorderWidth ) ? params[info.m_nflBorderWidth]->GetFloatValue() : kDefaultBorderWidth; |
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vPsConst1[0] = 1.0f / vPsConst1[0]; // ( 1.0f / g_flBorderWidthFromVmt ) |
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vPsConst1[1] = vPsConst1[0] - 1.0f; // ( 1.0f / g_flBorderWidthFromVmt ) - 1.0f |
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pShaderAPI->SetPixelShaderConstant( 1, vPsConst1, 1 ); |
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// Border softness |
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float vPsConst2[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; |
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vPsConst2[0] = IS_PARAM_DEFINED( info.m_nflBorderSoftness ) ? params[info.m_nflBorderSoftness]->GetFloatValue() : kDefaultBorderSoftness; |
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if ( vPsConst2[0] < 0.01f ) |
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vPsConst2[0] = 0.01f; |
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else if ( vPsConst2[0] > 0.5f ) |
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vPsConst2[0] = 0.5f; |
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pShaderAPI->SetPixelShaderConstant( 2, vPsConst2, 1 ); |
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// Border color tint |
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pShaderAPI->SetPixelShaderConstant( 3, IS_PARAM_DEFINED( info.m_ncBorderTint ) ? params[info.m_ncBorderTint]->GetVecValue() : kDefaultBorderTint, 1 ); |
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// Global opacity |
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float vPsConst4[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; |
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vPsConst4[0] = IS_PARAM_DEFINED( info.m_nflGlobalOpacity ) ? params[info.m_nflGlobalOpacity]->GetFloatValue() : kDefaultGlobalOpacity; |
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pShaderAPI->SetPixelShaderConstant( 4, vPsConst4, 1 ); |
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// Gloss brightness |
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float vPsConst5[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; |
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vPsConst5[0] = IS_PARAM_DEFINED( info.m_nflGlossBrightness ) ? params[info.m_nflGlossBrightness]->GetFloatValue() : kDefaultGlossBrightness; |
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pShaderAPI->SetPixelShaderConstant( 5, vPsConst5, 1 ); |
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} |
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pShader->Draw(); |
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}
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