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578 lines
22 KiB
578 lines
22 KiB
//========= 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 "cpp_shader_constant_register_map.h" |
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#include "teeth_vs20.inc" |
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#include "teeth_flashlight_vs20.inc" |
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#include "teeth_bump_vs20.inc" |
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#include "teeth_ps20.inc" |
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#include "teeth_ps20b.inc" |
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#include "teeth_flashlight_ps20.inc" |
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#include "teeth_flashlight_ps20b.inc" |
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#include "teeth_bump_ps20.inc" |
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#include "teeth_bump_ps20b.inc" |
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#ifndef _X360 |
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#include "teeth_vs30.inc" |
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#include "teeth_ps30.inc" |
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#include "teeth_bump_vs30.inc" |
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#include "teeth_bump_ps30.inc" |
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#include "teeth_flashlight_vs30.inc" |
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#include "teeth_flashlight_ps30.inc" |
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#endif |
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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( Teeth, Teeth_DX9 ) |
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extern ConVar r_flashlight_version2; |
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BEGIN_VS_SHADER( Teeth_DX9, "Help for Teeth_DX9" ) |
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BEGIN_SHADER_PARAMS |
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SHADER_PARAM( ILLUMFACTOR, SHADER_PARAM_TYPE_FLOAT, "1", "Amount to darken or brighten the teeth" ) |
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SHADER_PARAM( FORWARD, SHADER_PARAM_TYPE_VEC3, "[1 0 0]", "Forward direction vector for teeth lighting" ) |
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SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "bump map" ) |
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SHADER_PARAM( PHONGEXPONENT, SHADER_PARAM_TYPE_FLOAT, "100", "phong exponent" ) |
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SHADER_PARAM( INTRO, SHADER_PARAM_TYPE_BOOL, "0", "is teeth in the ep1 intro" ) |
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SHADER_PARAM( ENTITYORIGIN, SHADER_PARAM_TYPE_VEC3,"0.0","center if the model in world space" ) |
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SHADER_PARAM( WARPPARAM, SHADER_PARAM_TYPE_FLOAT,"0.0","animation param between 0 and 1" ) |
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END_SHADER_PARAMS |
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SHADER_INIT_PARAMS() |
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{ |
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if ( g_pHardwareConfig->SupportsBorderColor() ) |
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{ |
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params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight_border" ); |
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} |
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else |
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{ |
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params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" ); |
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} |
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SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); |
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if( !params[INTRO]->IsDefined() ) |
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{ |
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params[INTRO]->SetIntValue( 0 ); |
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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->GetDXSupportLevel() < 90 || g_pConfig->bSoftwareLighting ) |
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{ |
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return "Teeth_dx8"; |
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} |
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return 0; |
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} |
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SHADER_INIT |
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{ |
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LoadTexture( FLASHLIGHTTEXTURE, TEXTUREFLAGS_SRGB ); |
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LoadTexture( BASETEXTURE, TEXTUREFLAGS_SRGB ); |
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if( params[BUMPMAP]->IsDefined() ) |
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{ |
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LoadTexture( BUMPMAP ); |
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} |
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} |
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void DrawUsingVertexShader( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, VertexCompressionType_t vertexCompression ) |
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{ |
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bool hasBump = params[BUMPMAP]->IsTexture(); |
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BlendType_t nBlendType = EvaluateBlendRequirements( BASETEXTURE, true ); |
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bool bFullyOpaque = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && !IS_FLAG_SET(MATERIAL_VAR_ALPHATEST); //dest alpha is free for special use |
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SHADOW_STATE |
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{ |
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Base map |
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int flags = VERTEX_POSITION | VERTEX_NORMAL; |
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int nTexCoordCount = 1; |
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int userDataSize = 0; |
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if ( hasBump ) |
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{ |
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Bump map |
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // Normalization sampler for per-pixel lighting |
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, false ); |
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userDataSize = 4; // tangent S |
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} |
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// This shader supports compressed vertices, so OR in that flag: |
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flags |= VERTEX_FORMAT_COMPRESSED; |
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pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize ); |
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if ( hasBump ) |
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{ |
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#ifndef _X360 |
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if ( !g_pHardwareConfig->HasFastVertexTextures() ) |
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#endif |
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{ |
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bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow(); |
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DECLARE_STATIC_VERTEX_SHADER( teeth_bump_vs20 ); |
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SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[INTRO]->GetIntValue() ? 1 : 0 ); |
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SET_STATIC_VERTEX_SHADER_COMBO( USE_STATIC_CONTROL_FLOW, bUseStaticControlFlow ); |
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SET_STATIC_VERTEX_SHADER( teeth_bump_vs20 ); |
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// ps_2_b version which does phong |
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if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
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{ |
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DECLARE_STATIC_PIXEL_SHADER( teeth_bump_ps20b ); |
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SET_STATIC_PIXEL_SHADER( teeth_bump_ps20b ); |
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} |
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else |
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{ |
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DECLARE_STATIC_PIXEL_SHADER( teeth_bump_ps20 ); |
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SET_STATIC_PIXEL_SHADER( teeth_bump_ps20 ); |
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} |
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} |
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#ifndef _X360 |
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else |
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{ |
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// The vertex shader uses the vertex id stream |
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SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID ); |
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DECLARE_STATIC_VERTEX_SHADER( teeth_bump_vs30 ); |
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SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[INTRO]->GetIntValue() ? 1 : 0 ); |
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SET_STATIC_VERTEX_SHADER( teeth_bump_vs30 ); |
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DECLARE_STATIC_PIXEL_SHADER( teeth_bump_ps30 ); |
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SET_STATIC_PIXEL_SHADER( teeth_bump_ps30 ); |
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} |
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#endif |
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} |
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else |
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{ |
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#ifndef _X360 |
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if ( !g_pHardwareConfig->HasFastVertexTextures() ) |
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#endif |
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{ |
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bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow(); |
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DECLARE_STATIC_VERTEX_SHADER( teeth_vs20 ); |
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SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[INTRO]->GetIntValue() ? 1 : 0 ); |
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SET_STATIC_VERTEX_SHADER_COMBO( USE_STATIC_CONTROL_FLOW, bUseStaticControlFlow ); |
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SET_STATIC_VERTEX_SHADER( teeth_vs20 ); |
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
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{ |
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DECLARE_STATIC_PIXEL_SHADER( teeth_ps20b ); |
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SET_STATIC_PIXEL_SHADER( teeth_ps20b ); |
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} |
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else |
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{ |
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DECLARE_STATIC_PIXEL_SHADER( teeth_ps20 ); |
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SET_STATIC_PIXEL_SHADER( teeth_ps20 ); |
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} |
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} |
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#ifndef _X360 |
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else |
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{ |
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// The vertex shader uses the vertex id stream |
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SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID ); |
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DECLARE_STATIC_VERTEX_SHADER( teeth_vs30 ); |
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SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[INTRO]->GetIntValue() ? 1 : 0 ); |
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SET_STATIC_VERTEX_SHADER( teeth_vs30 ); |
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DECLARE_STATIC_PIXEL_SHADER( teeth_ps30 ); |
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SET_STATIC_PIXEL_SHADER( teeth_ps30 ); |
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} |
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#endif |
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} |
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// On DX9, do sRGB |
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); |
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pShaderShadow->EnableSRGBWrite( true ); |
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FogToFogColor(); |
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pShaderShadow->EnableAlphaWrites( bFullyOpaque ); |
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} |
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DYNAMIC_STATE |
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{ |
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); |
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if ( hasBump ) |
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{ |
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BindTexture( SHADER_SAMPLER1, BUMPMAP ); |
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} |
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED ); |
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pShaderAPI->SetPixelShaderStateAmbientLightCube( PSREG_AMBIENT_CUBE ); |
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pShaderAPI->CommitPixelShaderLighting( PSREG_LIGHT_INFO_ARRAY ); |
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Vector4D lighting; |
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params[FORWARD]->GetVecValue( lighting.Base(), 3 ); |
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lighting[3] = params[ILLUMFACTOR]->GetFloatValue(); |
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, lighting.Base() ); |
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LightState_t lightState; |
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pShaderAPI->GetDX9LightState( &lightState ); |
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pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS ); |
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float vEyePos_SpecExponent[4]; |
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pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent ); |
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vEyePos_SpecExponent[3] = 0.0f; |
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pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 ); |
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if ( hasBump ) |
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{ |
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#ifndef _X360 |
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if ( !g_pHardwareConfig->HasFastVertexTextures() ) |
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#endif |
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{ |
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bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow(); |
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DECLARE_DYNAMIC_VERTEX_SHADER( teeth_bump_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( 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( teeth_bump_vs20 ); |
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// ps_2_b version which does Phong |
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if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
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{ |
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Vector4D vSpecExponent; |
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vSpecExponent[3] = params[PHONGEXPONENT]->GetFloatValue(); |
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pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vSpecExponent.Base(), 1 ); |
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DECLARE_DYNAMIC_PIXEL_SHADER( teeth_bump_ps20b ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( AMBIENT_LIGHT, lightState.m_bAmbientLight ? 1 : 0 ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() ); |
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SET_DYNAMIC_PIXEL_SHADER( teeth_bump_ps20b ); |
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} |
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else |
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{ |
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DECLARE_DYNAMIC_PIXEL_SHADER( teeth_bump_ps20 ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( AMBIENT_LIGHT, lightState.m_bAmbientLight ? 1 : 0 ); |
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SET_DYNAMIC_PIXEL_SHADER( teeth_bump_ps20 ); |
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} |
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} |
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#ifndef _X360 |
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else |
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{ |
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SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 ); |
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DECLARE_DYNAMIC_VERTEX_SHADER( teeth_bump_vs30 ); |
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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( STATIC_LIGHT, lightState.m_bStaticLight ? 1 : 0 ); |
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SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() ); |
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SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); |
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SET_DYNAMIC_VERTEX_SHADER( teeth_bump_vs30 ); |
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Vector4D vSpecExponent; |
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vSpecExponent[3] = params[PHONGEXPONENT]->GetFloatValue(); |
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pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vSpecExponent.Base(), 1 ); |
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DECLARE_DYNAMIC_PIXEL_SHADER( teeth_bump_ps30 ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( AMBIENT_LIGHT, lightState.m_bAmbientLight ? 1 : 0 ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() ); |
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SET_DYNAMIC_PIXEL_SHADER( teeth_bump_ps30 ); |
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} |
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#endif |
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} |
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else |
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{ |
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// For non-bumped case, ambient cube is computed in the vertex shader |
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SetAmbientCubeDynamicStateVertexShader(); |
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#ifndef _X360 |
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if ( !g_pHardwareConfig->HasFastVertexTextures() ) |
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#endif |
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{ |
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bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow(); |
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DECLARE_DYNAMIC_VERTEX_SHADER( teeth_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( teeth_vs20 ); |
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
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{ |
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DECLARE_DYNAMIC_PIXEL_SHADER( teeth_ps20b ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() ); |
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SET_DYNAMIC_PIXEL_SHADER( teeth_ps20b ); |
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} |
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else |
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{ |
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DECLARE_DYNAMIC_PIXEL_SHADER( teeth_ps20 ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); |
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SET_DYNAMIC_PIXEL_SHADER( teeth_ps20 ); |
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} |
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} |
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#ifndef _X360 |
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else |
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{ |
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SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 ); |
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DECLARE_DYNAMIC_VERTEX_SHADER( teeth_vs30 ); |
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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( MORPHING, pShaderAPI->IsHWMorphingEnabled() ); |
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SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); |
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SET_DYNAMIC_VERTEX_SHADER( teeth_vs30 ); |
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DECLARE_DYNAMIC_PIXEL_SHADER( teeth_ps30 ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() ); |
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SET_DYNAMIC_PIXEL_SHADER( teeth_ps30 ); |
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} |
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#endif |
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} |
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if( params[INTRO]->GetIntValue() ) |
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{ |
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float curTime = params[WARPPARAM]->GetFloatValue(); |
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float timeVec[4] = { 0.0f, 0.0f, 0.0f, curTime }; |
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Assert( params[ENTITYORIGIN]->IsDefined() ); |
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params[ENTITYORIGIN]->GetVecValue( timeVec, 3 ); |
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, timeVec, 1 ); |
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} |
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} |
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Draw(); |
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} |
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void DrawFlashlight( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, VertexCompressionType_t vertexCompression ) |
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{ |
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SHADOW_STATE |
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{ |
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// Be sure not to write to dest alpha |
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pShaderShadow->EnableAlphaWrites( false ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Base map |
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Flashlight spot |
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true ); |
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// Additive blend the teeth, lit by the flashlight |
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s_pShaderShadow->EnableAlphaTest( false ); |
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s_pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); |
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s_pShaderShadow->EnableBlending( true ); |
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// Set stream format (note that this shader supports compression) |
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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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int nShadowFilterMode = 0; |
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
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{ |
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // shadow depth map |
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pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER2 ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); // shadow noise |
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nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode(); // Based upon vendor and device dependent formats |
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} |
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#ifndef _X360 |
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if ( !g_pHardwareConfig->HasFastVertexTextures() ) |
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#endif |
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{ |
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DECLARE_STATIC_VERTEX_SHADER( teeth_flashlight_vs20 ); |
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SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[INTRO]->GetIntValue() ? 1 : 0 ); |
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SET_STATIC_VERTEX_SHADER( teeth_flashlight_vs20 ); |
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
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{ |
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DECLARE_STATIC_PIXEL_SHADER( teeth_flashlight_ps20b ); |
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SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode ); |
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SET_STATIC_PIXEL_SHADER( teeth_flashlight_ps20b ); |
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} |
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else |
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{ |
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DECLARE_STATIC_PIXEL_SHADER( teeth_flashlight_ps20 ); |
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SET_STATIC_PIXEL_SHADER( teeth_flashlight_ps20 ); |
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} |
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} |
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#ifndef _X360 |
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else |
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{ |
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// The vertex shader uses the vertex id stream |
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SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID ); |
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DECLARE_STATIC_VERTEX_SHADER( teeth_flashlight_vs30 ); |
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SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[INTRO]->GetIntValue() ? 1 : 0 ); |
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SET_STATIC_VERTEX_SHADER( teeth_flashlight_vs30 ); |
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DECLARE_STATIC_PIXEL_SHADER( teeth_flashlight_ps30 ); |
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SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode ); |
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SET_STATIC_PIXEL_SHADER( teeth_flashlight_ps30 ); |
|
} |
|
#endif |
|
// On DX9, do sRGB |
|
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); |
|
pShaderShadow->EnableSRGBWrite( true ); |
|
|
|
FogToFogColor(); |
|
} |
|
DYNAMIC_STATE |
|
{ |
|
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); |
|
|
|
// State for spotlight projection, attenuation etc |
|
SetFlashlightVertexShaderConstants( false, -1, false, -1, true ); |
|
|
|
VMatrix worldToTexture; |
|
ITexture *pFlashlightDepthTexture; |
|
FlashlightState_t state = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture ); |
|
SetFlashLightColorFromState( state, pShaderAPI, PSREG_FLASHLIGHT_COLOR ); |
|
|
|
bool bFlashlightShadows = g_pHardwareConfig->SupportsPixelShaders_2_b() ? state.m_bEnableShadows && ( pFlashlightDepthTexture != NULL ) : false; |
|
if( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && state.m_bEnableShadows ) |
|
{ |
|
BindTexture( SHADER_SAMPLER2, pFlashlightDepthTexture, 0 ); |
|
pShaderAPI->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_SHADOW_NOISE_2D ); |
|
} |
|
|
|
Vector4D lighting; |
|
params[FORWARD]->GetVecValue( lighting.Base(), 3 ); |
|
lighting[3] = params[ILLUMFACTOR]->GetFloatValue(); |
|
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_8, lighting.Base() ); |
|
|
|
float atten[4], pos[4], tweaks[4]; |
|
|
|
const FlashlightState_t &flashlightState = pShaderAPI->GetFlashlightState( worldToTexture ); |
|
SetFlashLightColorFromState( flashlightState, pShaderAPI, PSREG_FLASHLIGHT_COLOR ); |
|
|
|
BindTexture( SHADER_SAMPLER1, flashlightState.m_pSpotlightTexture, flashlightState.m_nSpotlightTextureFrame ); |
|
|
|
atten[0] = flashlightState.m_fConstantAtten; // Set the flashlight attenuation factors |
|
atten[1] = flashlightState.m_fLinearAtten; |
|
atten[2] = flashlightState.m_fQuadraticAtten; |
|
atten[3] = flashlightState.m_FarZ; |
|
pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_ATTENUATION, atten, 1 ); |
|
|
|
pos[0] = flashlightState.m_vecLightOrigin[0]; // Set the flashlight origin |
|
pos[1] = flashlightState.m_vecLightOrigin[1]; |
|
pos[2] = flashlightState.m_vecLightOrigin[2]; |
|
pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_POSITION_RIM_BOOST, pos, 1 ); // steps on rim boost |
|
|
|
pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_TO_WORLD_TEXTURE, worldToTexture.Base(), 4 ); |
|
|
|
// Tweaks associated with a given flashlight |
|
tweaks[0] = ShadowFilterFromState( flashlightState ); |
|
tweaks[1] = ShadowAttenFromState( flashlightState ); |
|
HashShadow2DJitter( flashlightState.m_flShadowJitterSeed, &tweaks[2], &tweaks[3] ); |
|
pShaderAPI->SetPixelShaderConstant( PSREG_ENVMAP_TINT__SHADOW_TWEAKS, tweaks, 1 ); |
|
|
|
// Dimensions of screen, used for screen-space noise map sampling |
|
float vScreenScale[4] = {1280.0f / 32.0f, 720.0f / 32.0f, 0, 0}; |
|
int nWidth, nHeight; |
|
pShaderAPI->GetBackBufferDimensions( nWidth, nHeight ); |
|
vScreenScale[0] = (float) nWidth / 32.0f; |
|
vScreenScale[1] = (float) nHeight / 32.0f; |
|
pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_SCREEN_SCALE, vScreenScale, 1 ); |
|
|
|
float vFlashlightPos[4]; |
|
pShaderAPI->GetWorldSpaceCameraPosition( vFlashlightPos ); |
|
pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_POSITION_RIM_BOOST, vFlashlightPos, 1 ); |
|
|
|
if ( IsX360() ) |
|
{ |
|
pShaderAPI->SetBooleanPixelShaderConstant( 0, &flashlightState.m_nShadowQuality, 1 ); |
|
} |
|
|
|
#ifndef _X360 |
|
if ( !g_pHardwareConfig->HasFastVertexTextures() ) |
|
#endif |
|
{ |
|
DECLARE_DYNAMIC_VERTEX_SHADER( teeth_flashlight_vs20 ); |
|
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); |
|
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); |
|
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); |
|
SET_DYNAMIC_VERTEX_SHADER( teeth_flashlight_vs20 ); |
|
|
|
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
|
{ |
|
DECLARE_DYNAMIC_PIXEL_SHADER( teeth_flashlight_ps20b ); |
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); |
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows ); |
|
SET_DYNAMIC_PIXEL_SHADER( teeth_flashlight_ps20b ); |
|
} |
|
else |
|
{ |
|
DECLARE_DYNAMIC_PIXEL_SHADER( teeth_flashlight_ps20 ); |
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); |
|
SET_DYNAMIC_PIXEL_SHADER( teeth_flashlight_ps20 ); |
|
} |
|
} |
|
#ifndef _X360 |
|
else |
|
{ |
|
SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 ); |
|
|
|
DECLARE_DYNAMIC_VERTEX_SHADER( teeth_flashlight_vs30 ); |
|
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); |
|
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); |
|
SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() ); |
|
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); |
|
SET_DYNAMIC_VERTEX_SHADER( teeth_flashlight_vs30 ); |
|
|
|
DECLARE_DYNAMIC_PIXEL_SHADER( teeth_flashlight_ps30 ); |
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); |
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows ); |
|
SET_DYNAMIC_PIXEL_SHADER( teeth_flashlight_ps30 ); |
|
} |
|
#endif |
|
|
|
if( params[INTRO]->GetIntValue() ) |
|
{ |
|
float curTime = params[WARPPARAM]->GetFloatValue(); |
|
float timeVec[4] = { 0.0f, 0.0f, 0.0f, curTime }; |
|
Assert( params[ENTITYORIGIN]->IsDefined() ); |
|
params[ENTITYORIGIN]->GetVecValue( timeVec, 3 ); |
|
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_9, timeVec, 1 ); |
|
} |
|
} |
|
Draw(); |
|
} |
|
|
|
SHADER_DRAW |
|
{ |
|
SHADOW_STATE |
|
{ |
|
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT ); |
|
} |
|
bool hasFlashlight = UsingFlashlight( params ); |
|
if ( !hasFlashlight || ( IsX360() || r_flashlight_version2.GetInt() ) ) |
|
{ |
|
DrawUsingVertexShader( params, pShaderAPI, pShaderShadow, vertexCompression ); |
|
SHADOW_STATE |
|
{ |
|
SetInitialShadowState(); |
|
} |
|
} |
|
if( hasFlashlight ) |
|
{ |
|
DrawFlashlight( params, pShaderAPI, pShaderShadow, vertexCompression ); |
|
} |
|
} |
|
END_SHADER
|
|
|