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https://github.com/nillerusr/source-engine.git
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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 "bumpmappedenvmap.inc"
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#include "lightmappedgeneric_vs11.inc"
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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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// FIXME: Need to make a dx9 version so that "CENTROID" works.
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BEGIN_VS_SHADER( GooInGlass,
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"Help for GooInGlass" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/GooInGlass", "Base texture", 0 )
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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( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/GooInGlass_normal", "bump map" )
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SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bump texcoord transform" )
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SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/GooInGlass_env", "envmap" )
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SHADER_PARAM( GLASSENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/GooInGlass_envglass", "Glass Envmap" )
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SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" )
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SHADER_PARAM( GLASSENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" )
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SHADER_PARAM( TRANSLUCENTGOO, SHADER_PARAM_TYPE_BOOL, "0", "whether or not goo is translucent" )
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END_SHADER_PARAMS
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SHADER_INIT
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{
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LoadBumpMap( BUMPMAP );
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LoadTexture( BASETEXTURE );
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LoadCubeMap( ENVMAP );
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LoadCubeMap( GLASSENVMAP );
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if( !params[ENVMAPTINT]->IsDefined() )
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{
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params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
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}
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if( !params[GLASSENVMAPTINT]->IsDefined() )
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{
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params[GLASSENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
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}
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if( !params[TRANSLUCENTGOO]->IsDefined() )
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{
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params[TRANSLUCENTGOO]->SetIntValue( 0 );
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}
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}
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SHADER_DRAW
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{
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// + MASKED BUMPED CUBEMAP * ENVMAPTINT
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SHADOW_STATE
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
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if( params[TRANSLUCENTGOO]->GetIntValue() )
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{
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pShaderShadow->EnableBlending( true );
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pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE );
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}
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// FIXME: Remove the normal (needed for tangent space gen)
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pShaderShadow->VertexShaderVertexFormat(
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VERTEX_POSITION | VERTEX_NORMAL | VERTEX_TANGENT_S |
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VERTEX_TANGENT_T, 1, 0, 0 );
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bumpmappedenvmap_Static_Index vshIndex;
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pShaderShadow->SetVertexShader( "BumpmappedEnvmap", vshIndex.GetIndex() );
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pShaderShadow->SetPixelShader( "BumpmappedEnvmap" );
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FogToBlack();
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}
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DYNAMIC_STATE
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{
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BindTexture( SHADER_SAMPLER0, BUMPMAP );
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BindTexture( SHADER_SAMPLER3, ENVMAP );
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float constantColor[4];
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params[ENVMAPTINT]->GetVecValue( constantColor, 3 );
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constantColor[3] = 0.0f;
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pShaderAPI->SetPixelShaderConstant( 0, constantColor, 1 );
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// handle scrolling of bump texture
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SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, BUMPTRANSFORM );
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bumpmappedenvmap_Dynamic_Index vshIndex;
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
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}
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Draw();
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// glass envmap
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SHADOW_STATE
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{
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SetInitialShadowState( );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
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pShaderShadow->EnableBlending( true );
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pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
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// FIXME: Remove the normal (needed for tangent space gen)
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pShaderShadow->VertexShaderVertexFormat(
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VERTEX_POSITION | VERTEX_NORMAL | VERTEX_TANGENT_S |
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VERTEX_TANGENT_T, 1, 0, 0 );
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bumpmappedenvmap_Static_Index vshIndex;
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pShaderShadow->SetVertexShader( "BumpmappedEnvmap", vshIndex.GetIndex() );
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pShaderShadow->SetPixelShader( "BumpmappedEnvMap" );
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FogToBlack();
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}
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DYNAMIC_STATE
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{
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// fixme: doesn't support camera space envmapping!!!!!!
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_NORMALMAP_FLAT );
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BindTexture( SHADER_SAMPLER3, GLASSENVMAP );
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float constantColor[4];
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params[GLASSENVMAPTINT]->GetVecValue( constantColor, 3 );
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constantColor[3] = 0.0f;
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pShaderAPI->SetPixelShaderConstant( 0, constantColor, 1 );
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SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, BUMPTRANSFORM );
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bumpmappedenvmap_Dynamic_Index vshIndex;
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
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}
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Draw();
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// BASE TEXTURE * LIGHTMAP
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SHADOW_STATE
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{
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
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SetInitialShadowState( );
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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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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 2, 0, 0 );
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lightmappedgeneric_vs11_Static_Index vshIndex;
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vshIndex.SetDETAIL( false );
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vshIndex.SetENVMAP( false );
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vshIndex.SetENVMAPCAMERASPACE( false );
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vshIndex.SetENVMAPSPHERE( false );
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vshIndex.SetVERTEXCOLOR( false );
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pShaderShadow->SetVertexShader( "LightmappedGeneric_vs11", vshIndex.GetIndex() );
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pShaderShadow->SetPixelShader( "LightmappedGeneric" );
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FogToFogColor();
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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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pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP );
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SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
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EnablePixelShaderOverbright( true, 0, true );
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lightmappedgeneric_vs11_Dynamic_Index vshIndex;
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
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}
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Draw();
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}
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END_SHADER
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